gond2.5betatest7_7seven7_7.pk3

PK3 9.5 MiB 0 map(s)

Counts

endoom0
graphics0
lumps6792
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "baf8e243590a4709f980eab1fa7912bba7abf9da",
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      "gond2.5betatest7_7seven7_7.pk3"
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      "filename": null,
      "added": "2022/01/29 00:27:19",
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    "added": "2022/01/29 00:27:19",
    "file": {
      "type": "PK3",
      "size": 9983440,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/baf8e243590a4709f980eab1fa7912bba7abf9da/baf8e243590a4709f980eab1fa7912bba7abf9da.pk3.gz",
      "corrupt": false
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    "text_files": [
      {
        "source": "pk3",
        "name": "acs/acs.txt",
        "contents": "# acs"
      },
      {
        "source": "pk3",
        "name": "actors/Bonus/BearerClass.txt",
        "contents": "actor BearerClass : ClassBase //200\n{\nPlayer.ScoreIcon \"C_00X0X\"\nplayer.displayname \"BearerClass\"\nplayer.soundclass \"BearerClassC\"\n\nplayer.startitem \"WildBearBoss\"\nplayer.startitem \"MaximumBearAmmo\",3\nplayer.startitem \"BearerFlag\"\nplayer.startitem \"CanUseItems\"\nplayer.startitem \"SemiStunArmor\"\n\nplayer.forwardmove 0.60, 0.60\nplayer.sidemove 0.58, 0.58\n\n+NOSKIN\nplayer.morphweapon \"WildBearBoss\"\nPainSound \"misc/ROCKHURTX\"\n\nStates\n{\nSpawn:\nR2GD A 0\nR2GD B 1\nR2GD A 1\nGoto Spawn+2\nSee:\nR2GD BCDC 5\nGoto Spawn\nMissile:\nR2GD FG 5\ngoto Spawn+2\n\nCustomState1:\nR2GD FG 5\ngoto Spawn+2\n\nCustomState2:\nR2GH MNOP 3 A_JumpIfInventory(\"BomuEnd\",1,\"Spawn\")\nloop\n\nClassPain:\nR2GD H 0\nR2GD H 0 A_Pain\n//R2GD H 0 A_PlaySoundEX(\"misc/GBPAINX\",\"Voice\")\nR2GD H 0 A_GiveInventory(\"IsInPain\",1)\nR2GD HHHHHHHHHH 2 A_SpawnItemEx(\"PainFX_CBM\",-5,0,3,0,0,0)\nR2GD H 1\nR2GD H 0 A_Jump(256,\"Spawn\")\nR2GD H 1 A_Jump(256,\"Spawn\")\nGoto Spawn+2\n\nDeathFix:\nR2GD H 0 A_GiveInventory(\"SpecialDeathFlag\",1)\ngoto DeathContinue\n\nClassDeath:\nR2GD H 0 A_JumpIfInventory(\"InstagibFlag\",1,\"MegaDeathEnd\")\nR2GD H 0 A_JumpIfInventory(\"RiseDeathFlag\",1,\"RiseDeath\")\nR2GD H 0 A_JumpIfInventory(\"IceDeathFlag\",1,\"IceDeath\")\nR2GD H 19\ngoto MegaDeathEnd\n\nRiseDeath:\nR2GD H 1 ThrustThingZ(0,21,0,1)\nR2GD H 0 A_JumpIf(ceilingz-z<64,\"MegaDeathEnd\")\nR2GD H 0 A_GiveInventory(\"RiseDeathFlag2\",1)\nR2GD H 0 A_JumpIfInventory(\"RiseDeathFlag2\",25,\"MegaDeathEnd\")\nGoto RiseDeath\nIceDeath:\nR2GD H 0 ACS_ExecuteAlways(998,0,DYE_ICEDEATHCBM,10)\nR2GD H 1 A_PlaySoundEx(\"CBM/freeze\",\"Voice\")\nR2GD HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_SpawnItemEx(\"FrozenDeathBitFX\",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359))\nR2GD H 0 A_PlaySoundEx(\"CBM/icebreak\",\"Body\")\nR2GD H 0 A_SpawnItemEx(\"FrozenDeathFXC\",0,0,0)\ngoto DeathWait\n\n//Have to hard code because morphes break the rules\n//\nTimeStopped:\nR2GD \"]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]\" 1 A_Stop\nGoto Pain+2\nTimeStoppedX:\nR2GD \"####################################################\" 1 A_Stop\nGoto Pain+2\n\nPain.LightRyuStop:\nR2GD H 0 A_SpawnItemEx(\"PainLightRyuStopHit\")\nR2GD H 0 A_GiveInventory(\"LightRyuStopProtect\",1)\nR2GD H 0 A_GiveInventory(\"TimeStoppedTF\",1)\nR2GD HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\nGoto Pain+2\n}\n}\n\nactor WildBearBoss : BaseMM8BDMWep_CBM\n{\ndropitem \"ConfettiDeathSpawner\"\ndropitem \"CopyClassUpgradeDropped\"\nTag \"$TAGC_BEAR\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nObituary \"$OB_BEARCLOSE\"\nweapon.ammotype \"MaximumBearAmmo\"\nStates\n{\nSpawn:\nC_00 X 1\nloop\nReady:\nR2GH A 0 ACS_ExecuteAlways(998,0,DYE_YELLOWDEVIL)\nReady1:\nR2GH A 10 A_WeaponReady//(WRF_ALLOWRELOAD)\nR2GH A 0 A_JumpIfInventory(\"BomuHeal\",1,\"Heal\")\nloop\n\nHeal:\nR2GH A 0 HealThing(1)\nR2GH A 0 A_TakeInventory(\"BomuHeal\",1)\nR2GH A 2 A_WeaponReady//(WRF_ALLOWRELOAD)\ngoto Ready1+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nR2GH A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nR2GH A 1 A_Raise\nLoop\n\nFire:\nR2GH A 0 A_GiveInventory(\"WildBearMain_CI\",1)\nR2GH A 0 A_PlaySoundEx(\"wep/YD_Punch\",\"Weapon\")\nR2GH A 0 ACS_NamedExecute(\"BULL_SetState\",0,1)\nR2GH B 2 Offset(-28,14)\nR2GH BBBB 2 Offset(-56,-4)\nR2GH B 2 Offset(-56,-4)\nR2GH B 2 Offset(-56,-4)\nR2GH B 2 Offset(-32,8)\nR2GH A 2 Offset(-12,20)\nR2GH A 2 A_WeaponReady(14)\nGoto Ready1\n\nAltfire:\nR2GH C 0\nR2GH A 1 Offset(8,26)\nR2GH E 1 Offset(8,26)\nR2GH E 1 Offset(20,16)\nR2GH E 1 Offset(28,8)\nR2GH C 0 A_Refire(\"AltfireCharge\")\nAltfire2:\nR2GH C 0 A_TakeInventory(\"BomuCharge\", 50)\nR2GH C 0 A_PlaySoundEx(\"wep/YD_Toss\",\"weapon\")\nR2GH C 0 A_GiveInventory(\"WildBearAltA_CI\",1)\nR2GH C 0 A_GiveInventory(\"WildBearAltB_CI\",1)\nR2GH C 10 Offset(40,0)\nR2GH C 2 Offset(36,4)\nR2GH C 1 Offset(32,8)\nR2GH A 2 Offset(-4,32)\nR2GH A 7 Offset(-8,36)\nR2GH A 1 Offset(-6,35)\nR2GH A 1 Offset(-4,34)\nR2GH A 1 Offset(-2,33)\nGoto Ready1\n\nAltfireCharge:\nR2GH C 0 A_JumpIfInventory(\"BomuCharge\",50,\"AltfireCharged\")\nR2GH E 2 Offset(28,8) A_GiveInventory(\"BomuCharge\")\nR2GH C 0 A_Refire(\"AltfireCharge\")\nGoto Altfire2\n\nAltfireCharged:\nR2GH D 1 Offset(32,12)\nAltfireCharged2:\nR2GH C 0 A_PlaySoundEx(\"weapon/bumobrr\",\"weapon\")\nR2GH C 2 Offset(30,6)\nR2GH C 2 Offset(28,8)\nR2GH E 1 A_Refire(\"AltfireCharged2\")\nR2GH C 0 A_TakeInventory(\"BomuCharge\", 50)\nR2GH C 0 A_TakeInventory(\"BomuEnd\",3)\nR2GH C 0 A_PlaySoundEx(\"wep/YD_Toss\",\"weapon\")\nR2GH C 0 ACS_NamedExecute(\"BULL_SetState\",0,2)\nR2GH C 0 A_GiveInventory(\"WildBearAlt2_CI\",1)\nR2GH C 0 A_ChangeFlag(\"NOTELEPORT\",1)\nR2GH C 0 A_ChangeFlag(\"SOLID\",0)\nR2GH C 0 A_TakeInventory(\"UnSolid\",1)\nR2GH C 0 A_Changeflag(\"PICKUP\",0)\n//R2GH C 0 A_ChangeFlag(\"INVISIBLE\",1)\nR2GH E 2 Offset(28,8)\nR2GH E 2 Offset(20,8)\nR2GH E 0 ACS_NamedExecuteAlways(\"CCBM_DevilHealthDrainer\",0)\nAltfireLoop:\nR2GH E 0 A_SpawnItemEx(\"BearerChargedDamager\",0,0,8,momx,momy,momz,0,8,0)\nR2GH E 1 Offset(12,17)\nR2GH E 0 A_JumpIfInventory(\"BomuEnd\",1,\"AltfireEnd\")\nR2GH E 0 //DamageThing(2)\nR2GH E 0 //A_GiveInventory(\"BomuHeal\",1)\nloop\n\nAltfireEnd:\n//R2GH E 0 A_ChangeFlag(\"INVISIBLE\",0)\nR2GH E 0 A_ChangeFlag(\"PICKUP\",1)\nR2GH E 0 A_ChangeFlag(\"NOTELEPORT\",0)\nR2GH E 0 A_SpawnItemEx(\"ReSolidifier\")\nR2GH E 0 A_PlaySoundEx(\"wep/YD_Sploosh\",\"Weapon\")\nR2GH E 0 A_CheckCeiling(\"AltfireEndCeiling\")\nR2GH E 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,10,0,1)\nR2GH E 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,10,90,1)\nR2GH E 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,10,180,1)\nR2GH E 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,10,270,1)\nAltfireEnd2:\nR2GH E 1 Offset(12,17)\nR2GH E 1 Offset(2,27)\nR2GH E 18 Offset(-10,37)\nR2GH A 1 Offset(-8,36)\nR2GH A 1 Offset(-6,35)\nR2GH A 1 Offset(-4,34)\nR2GH A 1 Offset(-2,33)\nGoto Ready1\n\nAltfireEndCeiling:\nTNT1 A 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,-10,0,1)\nTNT1 A 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,-10,90,1)\nTNT1 A 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,-10,180,1)\nTNT1 A 0 A_SpawnItemEx(\"YD_BearerCubeBit\",4,0,12,8,0,-10,270,1)\nGoto AltfireEnd2\n}\n}\n\nactor MaximumBearAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n+INVENTORY.IGNORESKILL\n}\n\nactor BearerFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BomuCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 50\n}\n\nactor BomuHeal : Inventory\n{\ninventory.amount 1\ninventory.maxamount 200\n}\n\nactor BomuEnd : Inventory\n{\ninventory.amount 1\ninventory.maxamount 3\n}\n\n//I present, a far less bad version of the original very loopy cheese protection.\nactor CheeseProtectionHelper : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\tTNT1 A 0 A_SpawnItemEx(\"CheeseProtectionGiver\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"CheeseProtectionTaker\")\n\t\tstop\n\t}\n}\n\nactor CheeseProtectionGiver : BasicHelper\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"InvulnerableOn_Pickup\")\n\t\tstop\n\t}\n}\n\nactor CheeseProtectionTaker : BasicHelper\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 50\n\t\tTNT1 A 0 A_GiveToTarget(\"InvulnerableOff_Pickup\")\n\t\tstop\n\t}\n}\n\nactor BearerMorphStart_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 //LightTeamFlag//ACS handles TeamFlags/FlagPickups\n\nTNT1 A 0 SetPlayerProperty(0,0,16)//Buddha\nTNT1 A 0 SetPlayerProperty(0,0,4)//TotallyFrozen\nTNT1 A 0 SetPlayerProperty(0,0,0)//Frozen\nTNT1 A 0 SetPlayerProperty(0,0,3)//Flight\n\n//Important Gives\nTNT1 A 0 A_GiveInventory(\"BearerFlag\",1)//ACS watches for this\nTNT1 A 0 A_GiveInventory(\"EnvironmentGravity\",1)//Fix underwater gravity\nTNT1 A 0 A_GiveInventory(\"IsInGame\",1)//Great deal of things watch for this\nTNT1 A 0 A_GiveInventory(\"PowerNoGravityFix\",1)//Fixes NoGravity\nTNT1 A 0 A_GiveInventory(\"SpawnTelefragFixPickup\",1)//Probably not needed, but might as well\nTNT1 A 0 A_GiveInventory(\"StaminaFlag\",500)//Restore Stamina due to ClearInventory();\n\n//Bonus Gives\nTNT1 A 0 A_GiveInventory(\"CanUseItems\",1)\nTNT1 A 0 A_GiveInventory(\"SemiStunArmor\",1)\nTNT1 A 0 A_GiveInventory(\"HardHealthBar\",1)\nTNT1 A 0 A_GiveInventory(\"CheeseProtectionHelper\",1)\n\n//Flags to end certain class actors/projectiles\n\nTNT1 A 0 A_GiveInventory(\"BubbleFloodUndeploy\",1)\n\nTNT1 A 0 A_GiveInventory(\"ClashFlag1\",1)//Applies to Tornado as well\nTNT1 A 0 A_GiveInventory(\"ClashFlag2\",1)\nTNT1 A 0 A_GiveInventory(\"ClashFlag3\",1)\nTNT1 A 0 A_GiveInventory(\"ClashFlag4\",1)\nTNT1 A 0 A_GiveInventory(\"ClashFlagT\",1)\n\nTNT1 A 0 A_GiveInventory(\"RingFlag\",1)\nTNT1 A 0 A_GiveInventory(\"RingFlag2\",1)\n\nTNT1 A 0 A_GiveInventory(\"DiveLockonCleanse\",1)\n\nTNT1 A 0 A_GiveInventory(\"EndFlameFlag\",1)\n\nTNT1 A 0 A_GiveInventory(\"SearchBushFlag1\",1)\nTNT1 A 0 A_GiveInventory(\"SearchBushFlag2\",1)\nTNT1 A 0 A_GiveInventory(\"SearchBushFlag3\",1)\nTNT1 A 0 A_GiveInventory(\"SearchBushFlag4\",1)\n\nTNT1 A 0 A_GiveInventory(\"AquaKillFlag\",1)\n\nTNT1 A 0 A_GiveInventory(\"DuoMeteorEnd\",1)\nTNT1 A 0 A_GiveInventory(\"ODuoMeteorStop\",1)\n\nTNT1 A 0 A_GiveInventory(\"SplashEndSinging\",1)\n\nTNT1 A 0 A_GiveInventory(\"BeeFlag1\",1)\n\nTNT1 A 0 A_GiveInventory(\"Merc_BlobOff_F\",1)\n\nTNT1 A 0 A_TakeInventory(\"NoJumpCancel\",9)\nTNT1 A 0 A_GiveInventory(\"StopShield\",1) //I'm kind of amazed this wasn't already here.\nstop\n}\n}\n\nactor YD_BearerCube\n{\n\tTranslation \"192:192=216:216\", \"198:198=220:220\"\n\tPROJECTILE\n\tObituary \"$OB_BEARMAIN1\"\n\tdamagetype \"YellowDevilB\"\n\t-NOGRAVITY\n\t+SKYEXPLODE\n\tdamage (10)\n\tBounceType Doom\n\tBounceCount 1\n\treactiontime 15\n\tgravity .7\n\tRadius 25\n\tHeight 40\n\tspeed 29\n\tscale 1.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\n\t\tTNT1 A 0 ThrustThingZ(0,14,0,1)\n\t\tTNT1 A 0 A_Countdown\n\t\tR2GH FGHI 3\n\t\tGoto Spawn+2\n\t\tDeath:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tTNT1 A 1 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"wep/YD_Sploosh\",\"Weapon\",0.35)\n\t\tTNT1 A 0 A_CheckCeiling(\"DeathCeiling\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"YD_BearerCubeBit\",0,0,12,29,0,10,0,1)\n\t\tstop\n\t\tDeathCeiling:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YD_BearerCubeBit\",0,0,12,29,0,-10,0,1)\n\t\tstop\n\t\tXDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor YD_BearerCubeCharged : YD_BearerCube\n{\n\t+DONTBLAST\n\t+DONTREFLECT\n\t+DONTSPLASH\n\t+THRUACTORS\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(815,0,200)\n\t\tTNT1 A 0 ThrustThingZ(0,14,0,1)\n\t\tTNT1 A 0 A_Countdown\n\t\tTNT1 A 12 A_JumpIfInTargetInventory(\"BumoEnd\",1,\"Death\")\n\t\tGoto Spawn+3\n\t\tDeath:\n        XDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"BomuEnd\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ProjectilePortDead\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tTNT1 A 1 A_Stop\n\t\tstop\n\t}\n}\n\nactor BearerChargedDamager\n{\nPROJECTILE\ndamagetype \"BearerDevilC\"\nObituary \"$OB_YELLOWMAIN3\"\n+DONTSPLASH\n+DONTBLAST\n+NOEXPLODEFLOOR\n+THRUGHOST\n+DONTREFLECT\ndamage (25)\nRadius 45\nHeight 70\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nCrash:\nXDeath:\nTNT1 A 1 A_GiveToTarget(\"BomuEnd\",1)\nstop\nDeath:\nTNT1 A 1 A_GiveToTarget(\"BomuEnd\",1)\nStop\n}\n}\n\nactor BearerDevilCProtect : PowerProtection\n{\nPowerup.Duration 3\nDamageFactor \"BearerDevilC\", 0.0\n}\n\nactor YD_BearerCubeB : YD_BearerCube{translation \"192:192=205:205\", \"198:198=74:74\"}\nactor YD_BearerCubeR : YD_BearerCube{translation \"192:192=171:171\", \"198:198=41:41\"}\nactor YD_BearerCubeO : YD_BearerCube{translation \"192:192=104:104\", \"198:198=128:128\"}\nactor YD_BearerCubeP : YD_BearerCube{translation \"192:192=229:229\", \"198:198=232:232\"}\nactor YD_BearerCubeChargedB : YD_BearerCubeCharged{translation \"192:192=205:205\", \"198:198=74:74\"}\nactor YD_BearerCubeChargedR : YD_BearerCubeCharged{translation \"192:192=171:171\", \"198:198=41:41\"}\nactor YD_BearerCubeChargedO : YD_BearerCubeCharged{translation \"192:192=104:104\", \"198:198=128:128\"}\nactor YD_BearerCubeChargedP : YD_BearerCubeCharged{translation \"192:192=229:229\", \"198:198=232:232\"}\n\nactor YD_BearerCubeBit\n{\nPROJECTILE\nObituary \"$OB_BEARMAIN2\"\ndamagetype \"YellowDevilB\"\n+DONTSPLASH\n-NOGRAVITY\n+HEXENBOUNCE\ndamage (5)\nRadius 8//25\nHeight 8//20\nspeed 14\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nR2GH JK 1\nTNT1 A 0 A_ChangeFlag(HEXENBOUNCE, false)\nSpawn2:\nR2GH JK 4\nloop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor YD_BearerPunch\n{\ntranslation \"192:192=216:216\"\nPROJECTILE\ndamagetype \"YellowDevilP\"\nObituary \"$OB_BEARALT\"\n+DONTBLAST\nreactiontime 1\ndamage (35)\nRadius 40\nHeight 20\nspeed 60\nscale 2.5\nStates\n{\nSpawn:\nTMFX R 0\nTMFX R 1 A_CountDown\nwait\nDeath:\nTMFX R 0 A_Explode(35,40,0,0,40)\ngoto XDeath\nXDeath:\nTMFX R 0 A_Stop\nTMFX R 2\nYMFX C 2\nTMFX RS 2\nstop\n}\n}\n\nactor YD_BearerPunchB : YD_BearerPunch{translation \"192:192=205:205\"}\nactor YD_BearerPunchR : YD_BearerPunch{translation \"192:192=171:171\"}\nactor YD_BearerPunchO : YD_BearerPunch{translation \"192:192=104:104\"}\nactor YD_BearerPunchP : YD_BearerPunch{translation \"192:192=229:229\"}\n\nactor WildBearAltA_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCube\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeB\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeR\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeO\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeP\",0,0,8,0)\ngoto Done\n}\n}\n\nactor WildBearAltB_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCube\",15,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCube\",-15,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeB\",15,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeB\",-15,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeR\",15,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeR\",-15,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeO\",15,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeO\",-15,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeP\",15,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeP\",-15,0,8,0)\ngoto Done\n}\n}\n\nactor WildBearAlt2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeCharged\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeChargedB\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeChargedR\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeChargedO\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerCubeChargedP\",0,0,8,0)\ngoto Done\n}\n}\n\nactor WildBearMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerPunch\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerPunchB\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerPunchR\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerPunchO\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"YD_BearerPunchP\",0,0,8,0)\ngoto Done\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ClassBase.txt",
        "contents": "actor ClassBase : ClassBase3\n{\nstates\n{\n//yo modders, replace this txt file and put your additional pain states here [Jaxof7]\n\n//Example\n//Pain.MegamanXBuster:\n//\"----\" H 0 A_SpawnItemEx(\"FlashyMegamanX_FX\")\n//goto Pain\n\nPain.DMGNoHitstun:\n\"----\" H 0\nGoto Pain+2\n\nPain.ConcreteM_Bash:\n\"----\" H 0 A_GiveInventory(\"ConcreteM_BashProtect\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainConcreteM_BashHit\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainConcreteShoulderHit\")\ngoto Pain\n\nPain.BrightM_Bulb:Pain.FlashBulb:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_NamedExecuteAlways(\"CCBM_BrightNewBlind\", 0)\nGoto Pain+2\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto Pain+2\n\nPain.MadMagFly:\n\"----\" H 0 A_ScaleVelocity(0.75)\n\"----\" H 0 A_GiveInventory(\"MadMagFlyProtection\",1)\nGoto Pain.ColdM_Down\n\nPain.GutsPunch:\n\"----\" H 0 A_GiveInventory(\"GutsPunch_PowerProtect\",1)\nGoto Pain+1\n\nPain.HardKnuckleClass:\n\"----\" H 0 A_PlaySoundEx(\"weapon/hknucklehit\",\"Body\")\n\"----\" H 0 A_SpawnItemEx(\"HardKnuckleHitFX\",0,0,32,0,0,0,0,0)\nGoto Pain+2\n\nPain.Punk_Ram:\n\"----\" H 0 A_GiveInventory(\"Punk_RamProtect\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainScrewCrusherMHit\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainConcreteShoulderHit\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/punkbash\",\"Body\")\ngoto Pain+2\n\nDeath.Punk_Ram:\n\"----\" H 0 A_SpawnItemEx(\"PainScrewCrusherMHit\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainConcreteShoulderHit\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/punkbash\",\"Body\")\ngoto Death\n\nPain.KnightBonk:\n\"----\" H 0 A_GiveInventory(\"KnightBonkProtect\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainKnightBonkHit\")\nGoto Pain+2\n\nPain.KnightBonk2:\n\"----\" H 0 ThrustThingZ(0,40,0,1)\n\"----\" H 0 A_SpawnItemEx(\"PainKnightRushHit\")\nGoto Pain+2\n\nPain.KnightReturn:\n\"----\" H 0 A_GiveInventory(\"KnightReturnProtect\")\nGoto Pain+2\n\nDeath.KnightBonk:\n\"----\" H 0 A_SpawnItemEx(\"PainKnightBonkHit\")\nGoto FlingDeath\n\nPain.TimeStopper:\n\"----\" H 0 A_GiveInventory(\"TimeStopActivatorC\",1)//ClaseBaseFlags.txt\nGoto Pain+2\n\nPain.ClassPainTimeStop:\nPain.TimeStop:\n\"----\" H 0 A_GiveInventory(\"TimeStopProtector\")\n\"----\" H 0 A_GiveInventory(\"TimeStoppedTF\",1)\n\"----\" H 0 A_SpawnItemEx(\"AntiTimeStopFreezeHelper\")\n\"----\" H 0 A_Jump(256, \"TimeStopped\")\nGoto TimeStopped\nTimeStopped:\n//\"----\" AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\"####\" \"]\" 0 A_PlaySoundEx(\"weapon/timestopper\",\"Body\")\n\"####\" \"]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]\" 1 A_Stop\n//TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"TimeStopGFXSmall\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\nGoto Pain+2\nTimeStoppedX:\n\"####\" \"####################################################\" 1 A_Stop\n//TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"TimeStopGFXSmall\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\nGoto Pain+2\n\nDeath.KnightBonk2:\n\"----\" H 0 A_SpawnItemEx(\"PainKnightRushHit\")\nGoto FlingDeath\n\nPain.KnightCrushNoisy:\n\"----\" H 0 A_ScaleVelocity(0.9)\n\"----\" H 0 A_PlaySoundEx(\"weapon/knightcrushhit\",\"SoundSlot5\")\nGoto Pain+2\nDeath.KnightCrushNoisy:\n\"----\" H 0 A_PlaySoundEx(\"weapon/knightcrushhit\",\"SoundSlot5\")\nGoto Death\n\nPain.DuoWave:\n\"----\" H 0 A_GiveInventory(\"DuoWaveProtect\",1)\n\"----\" H 0 A_JumpIfInventory(\"DuoSlowImpaired\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"ImpairmentHelperDuoSlow\")\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,4)\n\"----\" H 0 A_ChangeVelocity(momz/4,momy/4,momz,CVF_REPLACE)\n\"----\" H 0 ThrustThingZ(0,56,0,1)\n\"----\" H 0 A_GiveInventory(\"DuoWaveThrustSpeed1\",1)\n\"----\" H 0 A_SpawnItemEx(\"DuoWaveThrustFX1\")\n\"----\" H 0\nGoto Pain+1\nPain.DuoWave2:\n\"----\" H 0 A_GiveInventory(\"DuoWaveProtect\",1)\n\"----\" H 0 A_JumpIfInventory(\"DuoSlowImpaired\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"ImpairmentHelperDuoSlow\")\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,4)\n\"----\" H 0 A_ChangeVelocity(momz/4,momy/4,momz,CVF_REPLACE)\n\"----\" H 0 ThrustThingZ(0,62,0,1)\n\"----\" H 0 A_GiveInventory(\"DuoWaveThrustSpeed2\",1)\n\"----\" H 0 A_SpawnItemEx(\"DuoWaveThrustFX2\")\n\"----\" H 0\nGoto Pain+1\nPain.DuoWave3:\n\"----\" H 0 A_GiveInventory(\"DuoWaveProtect\",1)\n\"----\" H 0 A_JumpIfInventory(\"DuoSlowImpaired\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"ImpairmentHelperDuoSlow\")\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,4)\n\"----\" H 0 A_ChangeVelocity(momz/4,momy/4,momz,CVF_REPLACE)\n\"----\" H 0 ThrustThingZ(0,68,0,1)\n\"----\" H 0 A_GiveInventory(\"DuoWaveThrustSpeed3\",1)\n\"----\" H 0 A_SpawnItemEx(\"DuoWaveThrustFX3\")\n\"----\" H 0\nGoto Pain+1\nPain.DuoWave4:\n\"----\" H 0 A_GiveInventory(\"DuoWaveProtect\",1)\n\"----\" H 0 A_JumpIfInventory(\"DuoSlowImpaired\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"ImpairmentHelperDuoSlow\")\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,4)\n\"----\" H 0 A_ChangeVelocity(momz/4,momy/4,momz,CVF_REPLACE)\n\"----\" H 0 ThrustThingZ(0,74,0,1)\n\"----\" H 0 A_GiveInventory(\"DuoWaveThrustSpeed4\",1)\n\"----\" H 0 A_SpawnItemEx(\"DuoWaveThrustFX4\")\n\"----\" H 0\nGoto Pain+1\nPain.DuoWave5:\n\"----\" H 0 A_GiveInventory(\"DuoWaveProtect\",1)\n\"----\" H 0 A_JumpIfInventory(\"DuoSlowImpaired\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"ImpairmentHelperDuoSlow\")\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,4)\n\"----\" H 0 A_ChangeVelocity(momz/4,momy/4,momz,CVF_REPLACE)\n\"----\" H 0 ThrustThingZ(0,80,0,1)\n\"----\" H 0 A_GiveInventory(\"DuoWaveThrustSpeed5\",1)\n\"----\" H 0 A_SpawnItemEx(\"DuoWaveThrustFX5\")\n\"----\" H 0\nGoto Pain+1\n\nPain.ERTornadoHold:\n\"----\" H 0 ThrustThingZ(0,300,0,0)\nGoto Pain+2\n\nPain.AcidGas:\n\"----\" H 0 A_GiveInventory(\"AcidGasProtection\",1)\ngoto Pain+2\nPain.AcidmanBoss:\n\"----\" H 0 A_JumpIfInventory(\"AcidBurnImpaired\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"ImpairmentHelperAcidBurn\")\n\"----\" H 0\ngoto Pain+1\n\nPain.FlashBombB1:\n\"----\" H 0 A_SpawnItemEx(\"PainFlashBombB1Hit\")\ngoto Pain.FlashBomb\nPain.FlashBombB2:\n\"----\" H 0 A_SpawnItemEx(\"PainFlashBombB2Hit\")\ngoto Pain.FlashBomb\nDeath.FlashBombB1:\n\"----\" H 0 A_GiveToTarget(\"THATFELTGOODAMMO\",2)\nGoto Death\nDeath.FlashBombB2:\n\"----\" H 0 A_GiveToTarget(\"THATFELTGOODAMMO\",6)\nGoto Death\n\nPain.LightRyu1:\n\"----\" H 0 A_SpawnItemEx(\"PainLightRyu1Hit\")\nGoto Pain+2\nPain.LightRyu4:\n\"----\" H 0 A_SpawnItemEx(\"PainLightRyu4Hit\")\nGoto Pain+1\nDeath.LightRyu1:\n\"----\" H 0 A_GiveToTarget(\"SuperComboGauge\",1)\ngoto Death\nDeath.LightRyu4:\n\"----\" H 0 A_GiveToTarget(\"SuperComboGauge\",4)\ngoto Death\n\nPain.LightRyuShoryu:\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,56,0,0)\n\"----\" H 0\nGoto Pain+2//Pain.LightRyu1\nPain.LightRyuShoryuNew:\n\"----\" H 0 A_GiveToTarget(\"SuperComboGauge\",1)\n\"----\" H 0 A_GiveInventory(\"LightRyuShoryuProtect\",1)\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,56,0,0)\n\"----\" H 0\nGoto Pain+2\nDeath.LightRyuShoryu:\nDeath.LightRyuShoryuNew:\n\"----\" H 0 ThrustThingZ(0,90,0,0)\n\"----\" H 0 A_SpawnItemEx(\"DeathLightRyuShoryuHit\",1)\nGoto FlingDeath\n\nPain.LightRyuShinShoryu:\n\"----\" H 0 A_TakeInventory(\"LightRyuStopProtect\",1)\n\"----\" H 0 ThrustThingZ(0,200,0,0)\nGoto Pain+2\nDeath.LightRyuShinShoryu:\n\"----\" H 0 ThrustThingZ(0,200,0,0)\n\"----\" H 0 A_SpawnItemEx(\"DeathLightRyuShinShoryuHit\",1)\nGoto FlingDeath\n\nPain.MercSploosh:\n\"----\" H 0 A_GiveInventory(\"MercBlobProtect\",1)\nGoto Pain+2\n\nPain.SolarVent:\n\"----\" H 0 ThrustThingZ(0,12,0,0)\n\"----\" H 0 A_SpawnItemEx(\"SolarVentHit\")\n\"----\" H 0 A_GiveInventory(\"TempPitProtect\")\nGoto Pain+2\n\nPain.BlastBombBig:\n\"----\" H 0 A_GiveInventory(\"PainScaleVelocityFlashBombC\",1)\n\"----\" H 0 A_GiveInventory(\"ChainBlastActivator\")\ngoto Pain+1\n\nPain.SparkChaserWep:\nPLY1 H 0 A_GiveInventory(\"SparkChaserTagged\", 1)\ngoto Pain+1\n\nPain.WaterCannonC:\n\"----\" H 0 A_GiveInventory(\"WaterCannonProtect\",1)\nGoto Pain\n\nPain.MegaBall:\n\"----\" H 0 A_GiveInventory(\"MegaBallProtect\",1)\nGoto Pain+2\nPain.MegaCutBall:\n\"----\" H 0 A_GiveInventory(\"CutBallProtect\",1)\nGoto Pain+2\nPain.MegaGutsBall:\n\"----\" H 0 A_GiveInventory(\"GutsBallProtect\",1)\nGoto Pain+2\n/*Pain.MegaBombBall:\n\"----\" H 0 A_GiveInventory(\"BombBallProtect\",1)\nGoto Pain+2*/\nPain.MegaFireBall:\n\"----\" H 0 A_GiveInventory(\"FireBallProtect\",1)\nGoto Pain+2\nPain.MegaElecBall:\n\"----\" H 0 A_GiveInventory(\"ElecBallProtect\",1)\nGoto Pain+2\nPain.MegaOilBall:\n\"----\" H 0 A_GiveInventory(\"OilBallProtect\",1)\nGoto Pain+2\n\nPain.JunkPunch2:\n\"----\" H 0 A_SpawnItemEx(\"PainPharaohPunchHit\",1)\ngoto Pain\n\nPain.TimeSlow:\nPain.MegaTimeBall:\n\"----\" H 0 A_GiveInventory(\"Slowed\",1)\n\"----\" H 0 A_GiveInventory(\"TimeBallProtect\",1)\nGoto Pain+2\n\nPain.HornetHoney:\n\"----\" H 0 A_JumpIfInventory(\"PowerIceHornet\",1,2)\n\"----\" H 0 A_GiveInventory(\"HornetmanSlowPickup\",1)\n\"----\" H 0\nGoto Pain+2\nPain.HornetHoney1:\n\"----\" H 0 A_JumpIfInventory(\"PowerIceHornet1\",1,2)\n\"----\" H 0 A_GiveInventory(\"HornetmanSlowPickup\",1)\n\"----\" H 0\nGoto Pain+2\nPain.HornetHoney2:\n\"----\" H 0 A_JumpIfInventory(\"PowerIceHornet2\",1,2)\n\"----\" H 0 A_GiveInventory(\"HornetmanSlowPickup\",1)\n\"----\" H 0\nGoto Pain+2\nPain.HornetHoney3:\n\"----\" H 0 A_JumpIfInventory(\"PowerIceHornet3\",1,2)\n\"----\" H 0 A_GiveInventory(\"HornetmanSlowPickup\",1)\n\"----\" H 0\nGoto Pain+2\n\nPain.MegaIceBall:\n\"----\" H 0 A_GiveInventory(\"PainStopC\",1)\n\"----\" H 0 A_GiveInventory(\"IceBallProtect\",1)\nPain.IceSlashSlow:\nPain.IceSlashSlowL:\nPain.IceSlashBlock:\n\"----\" H 0 A_GiveInventory(\"IcemanSlowPickup\",1)\nGoto Pain+2\n\nPain.SolarMortarMain:\n\"----\" H 0 ThrustThingZ(0,65,0,1)\nPain.SolarMortarWave:\n\"----\" H 0 A_GiveInventory(\"SolarMortarProtect\",1)\nGoto Pain\n\nPain.SolarHead:\n\"----\" H 0 A_GiveInventory(\"SolarHeadProtect\",1)\nGoto Pain\n\nPain.ShadowBladeCBM:\n\"----\" H 0 A_GiveInventory(\"ShadowBladeCBMProtect\",1)\nGoto Pain+2\n\nPain.JunkM_Cube:\n\"----\" H 0 A_GiveInventory(\"JunkM_CubeProtect\",1)\nGoto Pain\n\nPain.StoneSpiralP:\n\"----\" H 0 A_GiveInventory(\"StoneSpiralProtect\",1)\nGoto Pain+2\n\nPain.TorchHit1:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchHit1\")\nGoto Pain+2\n\nPain.TorchHit2:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchHit2\")\nGoto Pain+2\n\nPain.TorchHit25:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchHit25\")\n\"----\" H 0 A_SpawnItemEx(\"PainDuoRamHit\")\nGoto Pain+2\n\nPain.TorchHit3:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchHit3\")\nGoto Pain+2\n\nPain.TorchHit35:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchHit35\")\nGoto Pain+2\n\nDeath.TorchHit1:\nDeath.TorchHit2:\nDeath.TorchHit3:\nDeath.TorchHit35:\n\"----\" H 1 A_GiveToTarget(\"TorchjutsuAmmo\",100)\nGoto Death\n\nDeath.TorchHit25:\n\"----\" H 1 A_GiveToTarget(\"TorchjutsuAmmo\",100)\n\"----\" H 0 A_GiveInventory(\"FlingDeathFlag\",1)\nGoto Death\n\nPain.TerraMelee:\n\"----\" H 0\n\"----\" H 0 A_SpawnItemEx(\"PainTerraMeleeHit\",1)\n\"----\" H 0 ThrustThingZ(0,2,0,0)\n\"----\" H 0 A_PlaySoundEx(\"weapon/terramelee\", \"SoundSlot7\", 0)\nGoto Pain.SparkShock\n\nDeath.TerraMelee:\n\"----\" H 0 ThrustThingZ(0,120,0,0)\n\"----\" H 0 A_PlaySoundEx(\"weapon/terrameleeko\", \"SoundSlot7\", 0)\n\"----\" H 0 A_SpawnItemEx(\"DeathConcreteShoulderHit\",1)\ngoto FlingDeath\n\nPain.SparkChaserTerra:\n\"----\" H 0 A_GiveInventory(\"SparkChaserTerraProtectC\",1)\nGoto Pain+2\n\nPain.BusterC:\n\"----\" H 0\n\"----\" H 0\nGoto Pain+1\n\nPain.FlameSwordB:\n\"----\" H 0 A_PlaySound(\"weapon/flameswordhit\",\"Body\")\n\"----\" H 0 A_GiveInventory(\"FlameSwordBProtect\",1)\n\"----\" HH 0 A_SpawnItemEx(\"FlameSwordBitB\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,359))\nGoto Pain+2\n\nPain.FlameSwordCBM1:\n\"----\" H 0 A_PlaySound(\"weapon/flameswordhit\",\"Body\")\n\"----\" H 0 A_GiveInventory(\"FlameSwordCBM1Protect\",1)\n\"----\" HH 0 A_SpawnItemEx(\"FlameSwordBitB\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,359))\nGoto Pain+2\n\nPain.FlameSwordCBM2:\n\"----\" H 0 A_PlaySound(\"weapon/flameswordhit\",\"Body\")\n\"----\" H 0 A_GiveInventory(\"FlameSwordCBM2Protect\",1)\n\"----\" HH 0 A_SpawnItemEx(\"FlameSwordBitB\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,359))\nGoto Pain+2\n\nPain.FlameSwordCBM3:\n\"----\" H 0 A_PlaySound(\"weapon/flameswordhit\",\"Body\")\n\"----\" H 0 A_GiveInventory(\"FlameSwordCBM3Protect\",1)\n\"----\" HH 0 A_SpawnItemEx(\"FlameSwordBitB\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,359))\nGoto Pain+2\n\npain.DuoGrabExplosion5:\n\"----\" H 0 A_SpawnItemEx(\"PainDuoExplodeHit5\")\n\"----\" H 0 A_GiveInventory(\"DuoCleanserGrabberSpd0\")\n//\"----\" H 0 ThrustThingZ(0,40,0,0)\ngoto Pain+2\n\npain.DuoGrabExplosion4:\n\"----\" H 0 A_SpawnItemEx(\"PainDuoExplodeHit4\")\n\"----\" H 0 A_GiveInventory(\"DuoCleanserGrabberSpd0\")\n//\"----\" H 0 ThrustThingZ(0,40,0,0)\ngoto Pain+2\n\npain.DuoGrabExplosion3:\n\"----\" H 0 A_SpawnItemEx(\"PainDuoExplodeHit3\")\n\"----\" H 0 A_GiveInventory(\"DuoCleanserGrabberSpd0\")\n//\"----\" H 0 ThrustThingZ(0,40,0,0)\ngoto Pain+2\n\npain.DuoGrabExplosion2:\n\"----\" H 0 A_SpawnItemEx(\"PainDuoExplodeHit2\")\n\"----\" H 0 A_GiveInventory(\"DuoCleanserGrabberSpd0\")\n//\"----\" H 0 ThrustThingZ(0,40,0,0)\ngoto Pain+2\n\npain.DuoGrabExplosion1:\n\"----\" H 0 A_SpawnItemEx(\"PainDuoExplodeHit1\")\n\"----\" H 0 A_GiveInventory(\"DuoCleanserGrabberSpd0\")\n//\"----\" H 0 ThrustThingZ(0,40,0,0)\ngoto Pain+2\n\nPain.ChargeBusterC:\n\"----\" H 0 A_GiveInventory(\"PainScaleVelocityFlashBombC\",1)\nGoto Pain+1\n\n//Pain.HyperBombRecoil:\n//\"----\" H 0 A_SpawnItemEx(\"PainHyperBombRecoil\",1)\n//Goto Pain\n//lol\n\nPain.SparkSaw:\n//\"----\" H 0 A_ScaleVelocity(0.9)\n\"----\" H 0 A_GiveToTarget(\"Health\",50)\n\"----\" H 0 A_GiveInventory(\"ShockChainsawProtect\",1)\nGoto Pain+2\n\nPain.SparkShot1:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain\n\nPain.SparkShot2:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked_18\",1)\nGoto Pain+1\n\nPain.SparkShot3:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"ShockProtect\",1)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\n\nPain.SparkSuplex:\n\"----\" H 0 A_GiveInventory(\"SparkReloadProtect\")\nGoto Pain+2\n\nPain.MaestroFire:\n\"----\" H 0 A_GiveInventory(\"MaestroFireProtect\",1)\nGoto Pain+2\n\nPain.FireSpin:\n\"----\" H 0 A_GiveInventory(\"FireSpinProtect\",1)\nGoto Pain+2\n\nPain.MaestroFireGuts:\n\"----\" H 0 A_GiveInventory(\"MaestroFireProtect2\",1)\n\"----\" H 0 A_JumpIfInventory(\"FireGutsCheck\",1,\"NoGuts\")\n\"----\" H 0 A_GiveInventory(\"FireGutsCheck\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainMaestroAfterburn\",0,0,0,0,0,0,0,1)\nGoto Pain+2\nNoGuts:\n\"----\" H 0\nGoto Pain+2\n\nPain.MaestroShock:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\n\nPain.MaestroShock2:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked_18\",1)\nGoto Pain+1\n\nPain.MaestroWood:\n\"----\" H 0 A_GiveInventory(\"MaestroWoodProtect\",1)\n\"----\" H 0 ThrustThingZ(0,100,0,0)\nGoto Pain\n\nPain.MaestroAquaGuts:\n\"----\" H 0 A_SpawnItemEx(\"PainMaestroAquaGuts\",1)\nGoto Pain\n\nPain.SparkShotAlt:\n\"----\" H 0 A_GiveInventory(\"PowerSparkSlow\",1)\nGoto Pain+1\n\nPain.RaThor:\n\"----\" H 0 A_GiveInventory(\"RaThorHitItem\",1)\nGoto Pain+2\nPain.RaThorSlam:\n\"----\" H 0 A_SpawnItemEx(\"RaThorSlamFloorChecker\",0,0,0,0,0,0,0,1)\nGoto Pain.RaThor\nPain.RaThorWave:\n\"----\" H 0 A_GiveInventory(\"RaThorWaveProtect\",1)\nGoto Pain.RaThor\nPain.RaThorSpirit:\n\"----\" H 0 A_GiveInventory(\"RaThorSpiritProtect\",1)\nGoto Pain.RaThor\n\nPain.RaThorThrow:\n\"----\" H 0 A_GiveInventory(\"Shocked_18\",1)\nGoto Pain.RaThor\nDeath.RaThorThrow:\n\"----\" H 0 A_GiveInventory(\"RaThorHitItem\",1)\ngoto FlingDeath\n\nDeath.RaThorSlam:\n\"----\" H 0 A_PlaySound(\"weapon/RaThorSlam\",5,1.0)\nDeath.RaThor:\nDeath.RaThorSpirit:\nDeath.RaThorWave:\n\"----\" H 0 A_GiveInventory(\"RaThorHitItem\",1)\ngoto Death\n\nPain.JewelSatelliteC:\n\"----\" H 0 A_GiveInventory(\"JewelSatelliteProtect\")\nGoto Pain.JewelSatelliteB\n\nPain.AutoBoltX:\n\"----\" H 0 A_GiveInventory(\"AutoBoltXProtect\",1)\nGoto Pain+1\n\nPain.AutoAmmoShotS:\nPain.AutoAmmoShotL:\n\"----\" H 0\nGoto Pain+1\n\nPain.ArchOfWool:\n\"----\" H 0 A_GiveInventory(\"ArchWoolProtect\",1)\ngoto Pain+2\nPain.ArchOfWoolGround:\n\"----\" H 0 A_GiveInventory(\"ArchWoolGroundProtect\",1)\ngoto Pain+2\n\nPain.StrikeBall:\n\"----\" H 0 A_SpawnItemEx(\"PainStrikeBallHit\",1)\ngoto Pain+2\n\nDeath.StrikeBall:\n\"----\" H 0 ThrustThingZ(0,120,0,0)\n\"----\" H 0 A_PlaySound(\"weapon/reboundbunt\",5,1.0)\n\"----\" H 0 A_SpawnItemEx(\"PainStrikeBallHit\",1)\n\"----\" H 0 A_SpawnItemEx(\"DeathConcreteShoulderHit\",1)\ngoto FlingDeath\n\nPain.StrikeBall2:\n\"----\" H 0 A_PlaySound(\"weapon/reboundbunt\",5,1.0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\n\"----\" H 0 A_SpawnItemEx(\"PainStrikeBallHit2\",1)\ngoto Pain+2\n\n/*Pain.MaxMetal:\n\"----\" H 0 A_GiveInventory(\"MetalRipperProtection\",1)\nGoto Pain*/ //never again\n\nPain.PharaohPunch:\n\"----\" H 0\n\"----\" H 0 A_SpawnItemEx(\"PainPharaohPunchHit\",1)\n\"----\" H 0 ThrustThingZ(0,20,0,0)\n\"----\" H 0 A_PlaySoundEx(\"weapon/pharaohpunchhit\", \"SoundSlot7\", 0)\nGoto Pain+1\n\nDeath.StrikeBall2:\n\"----\" H 0 ThrustThingZ(0,120,0,0)\n\"----\" H 0 A_PlaySound(\"weapon/reboundbunt\",5,1.0)\n\"----\" H 0 A_PlaySound(\"weapon/reboundcheer\",6,1.0)\n\"----\" H 0 A_SpawnItemEx(\"DeathConcreteShoulderHit\",1)\ngoto FlingDeath\n\nPain.PumpTheHandle:\n\"----\" H 0 A_SpawnItemEx(\"PainConcreteShoulderHit\",1)\ngoto Pain+2\n\nPain.SaturnWhiteRing1:\n\"----\" H 0 A_GiveInventory(\"SaturnProtect1\",1)\ngoto Pain+2\n\nPain.SaturnWhiteRing2:\n\"----\" H 0 A_GiveInventory(\"SaturnProtect1\",1)\ngoto Pain+2\n\nPain.SaturnShot:\n//\"----\" H 0 A_GiveInventory(\"SaturnShotProtect\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainConcreteShoulderHit\",1)\ngoto Pain+2\n\nDeath.SaturnShot:\nDeath.SaturnWhiteRing1:\nDeath.SaturnWhiteRing2:\n\"----\" H 0 ThrustThingZ(0,120,0,0)\n\"----\" H 0 A_SpawnItemEx(\"DeathConcreteShoulderHit\",1)\ngoto FlingDeath\n\n//Pain.ThunderClawHit:\n//\"----\" H 0 A_PlaySoundEx(\"weapon/thunderclawhit\",\"SoundSlot5\")\n//Goto Pain.ThunderClaw\n//Death.ThunderClawHit:\n//\"----\" H 0 A_PlaySoundEx(\"weapon/thunderclawhit\",\"SoundSlot5\")\n//Goto Death\n\n//-------------- [BG] ---------------\nPain.FusemanMeleeX:\n\"----\" H 0 A_GiveInventory(\"FusemanMeleeProtect\")\ngoto Pain+2\n\nPain.FusemanDash:\n\"----\" H 0 A_GiveInventory(\"FusemanDashP\")\ngoto Pain+2\n\nPain.FusemanDash2:\n\"----\" H 0 A_GiveInventory(\"FusemanDashP2\")\ngoto Pain+2\n\nPain.FuserZapper:\n\"----\" H 0 A_GiveInventory(\"FusemanZapperP\")\ngoto Pain+2\n\nPain.FuseTeleporter:\n\"----\" H 0 A_GiveInventory(\"FuseTeleporterP\")\ngoto Pain+2\n\npain.HeroProtoShot:\n\"----\" H 0\ngoto Pain+2\npain.HeroProtoShot2:\n\"----\" H 0 A_GiveInventory(\"HeroProtoShot2Protection\")\ngoto Pain+2\n\nPain.DuoCleanserGrab:\n\"####\" H 0 A_SpawnItemEx(\"PainDuoGrabHit\")\n\"####\" H 0 A_GiveInventory(\"DuoCleanserGrabberProt\",1)\n\"####\" H 0 A_GiveInventory(\"DuoCleanserGrabberSpd0\",1)\n//\"####\" H 0 A_GiveInventory(\"TimeStoppedTF\",1)\n\"####\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\nGoto Pain+2\n\npain.DuoGrabExplosion:\n\"----\" H 0 A_SpawnItemEx(\"PainDuoExplodeHit\")\n\"----\" H 0 A_GiveInventory(\"DuoCleanserGrabberSpd0\")\n//\"----\" H 0 ThrustThingZ(0,40,0,0)\ngoto Pain+2\n\nPain.ClassPainLess2Ice:\n\"----\" H 0\nGoto Pain+2\n\n//Flings\npain.ProtomanHeroShieldBash:\n\"----\" H 0 ThrustThingZ(0,12,0,0)\n\"----\" H 0 A_SpawnItem(\"PainProtoShieldBashHit\")\n\"----\" H 0 A_GiveInventory(\"ProtomanHeroShieldBasherProtection\")\ngoto Pain+2\n\nPain.KnightRush:\n\"----\" H 0 A_SpawnItemEx(\"PainKnightM_PushHit\")\nGoto Pain.SparkShock\n\ndeath.ProtomanHeroShieldBash:\n\"----\" H 0 ThrustThingZ(0,60,0,0)\n\"----\" H 0 A_SpawnItem(\"PainProtoShieldBashHit\")\n\"----\" H 0 A_GiveInventory(\"ProtomanHeroShieldBasherProtection\")\nGoto FlingDeath\n\npain.BassKickC:\n\"----\" H 0 ThrustThingZ(0,18,0,0)\n\"----\" H 0 A_SpawnItem(\"PainBassKickHit\")\n\"----\" H 0 A_GiveInventory(\"BassKickCProtect\")\ngoto Pain+2\ndeath.BassKickC:\n\"----\" H 0 ThrustThingZ(0,180,0,0)\n\"----\" H 0 A_SpawnItem(\"PainBassKickHit\")\n\"----\" H 0 A_GiveInventory(\"BassKickCProtect\")\nGoto FlingDeath\n\npain.BassKickEx:\n\"----\" H 0 ThrustThingZ(0,22,0,0)\n\"----\" H 0 A_SpawnItem(\"PainBassKickHitEx\")\n\"----\" H 0 A_GiveInventory(\"BassKickCProtect\")\ngoto Pain+2\n\n//Give on-hit\nPain.GrabBusterCopywep:\n\"----\" H 0 A_SpawnItemEx(\"PainGrabBusterHit\")\nGoto Pain+1\nDeath.GrabBusterCopywep:\n\"----\" H 0 A_SpawnItemEx(\"GrabBusterHealthChaser\")\ngoto Death\n\n// -------------------------------------------------\n\nPain.WheelCutter:\n\"----\" H 0 A_GiveInventory(\"WheelCutterProtect\", 1)\ngoto pain+1\nPain.ChillSpike:\nPLY1 H 0 A_GiveInventory(\"ChillFreeze\", 1)\ngoto Pain+1\nPain.WheelCutter:\n\"----\" H 0 A_GiveInventory(\"WheelCutterProtect\", 1)\ngoto pain+1\n\n//==================\n//All of the painstates below are copied from cbm\n//------------------\n//==================\n//MM2\nPain.CrashBomb:\n\"----\" H 0 A_ScaleVelocity(0.6)\nGoto Pain+2\n\n//MM5\nPain.GravitySmackUpNoSlam:\n\"----\" H 0 HealThing(1)\n//\"----\" H 0 A_GiveInventory(\"GmanSmackU_DelayF\",1)\n\"----\" H 0 A_JumpIfInventory(\"GmanSmackD_DelayF\",1,4)\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,70,0,0)\n\"----\" H 0\ngoto Pain+2\n\"----\" H 0 A_TakeInventory(\"GmanSmackD_DelayF\",1)\n\"----\" H 0 //A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,105,0,0)\n\"----\" H 0\nGoto Pain+2\n\nPain.GravitySmackDown:\n\"----\" H 0 A_GiveInventory(\"GmanSmackD_DelayF\",1)\n\"----\" H 0 A_JumpIfInventory(\"GmanSmackU_DelayF\",1,5)\n\"----\" H 0 A_SpawnItemEx(\"PainGravitySmackDown_H\")\n\"----\" H 0 A_CheckFloor(2)\n\"----\" H 0 ThrustThingZ(0,70,1,0)\n\"----\" H 0\ngoto Pain+2\n\"----\" H 0 A_TakeInventory(\"GmanSmackU_DelayF\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainGravityM_SlamHit\")\nGoto Pain+2\n\nPain.GravitySmackUp:\n\"----\" H 0 A_GiveInventory(\"Shocked_18\",1)\n\"----\" H 0 A_GiveInventory(\"GmanSmackU_DelayF\",1)\n\"----\" H 0 A_JumpIfInventory(\"GmanSmackD_DelayF\",1,4)\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,70,0,0)\n\"----\" H 0\ngoto Pain+2\n\"----\" H 0 A_TakeInventory(\"GmanSmackD_DelayF\",1)\n\"----\" H 0 //A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,105,0,0)\n\"----\" H 0\nGoto Pain+2\n\n//MM8\nPain.TenguTornadoHeld:\n\"----\" H 0 A_JumpIfInventory(\"TenguTornadoHeldProtect\",1,3)\n\"----\" H 0 A_GiveInventory(\"TenguTornadoHeldProtect\",1)\n\"----\" H 0 A_SpawnItemEx(\"TenguTornadoHeld_H\")\n\"----\" H 0\ngoto Pain+2\n\n//MM10\nPain.PumpHandle:\n\"----\" H 0\nGoto Pain+1\n\nPain.PumpShield:\n\"----\" H 0 A_GiveInventory(\"PumpShieldProtect\",1)\nGoto Pain+2\n\nPain.WaterShielder:\n\"----\" H 0 A_GiveInventory(\"WaterShielderProtect\",1)\nGoto Pain+2\n\nPain.CommandoBombWave:\n\"----\" H 0 A_GiveInventory(\"CommandoBombWaveProtect\",1)\nGoto Pain+2\n\nPain.CommandoBomb:\n\"----\" H 0\ngoto Pain\n\nPain.CommandoCrush_p:\n\"----\" H 0 A_GiveInventory(\"CommandoCrushProtect\",1)\nGoto Pain+2\n\n//MMV\nPain.SaltWater:\n\"----\" H 0\ngoto Pain\n\nPain.PhotonMissileStart:\n\"----\" H 0\ngoto Pain\n\nPain.PhotonMissile:\n\"----\" H 0 A_GiveInventory(\"PhotonMissileProtect\",1)\nGoto Pain+2\n\nPain.ElectricShockBeam:\n\"----\" H 0 A_GiveInventory(\"ElectricShockBeamProtect\",1)\nGoto Pain+2\n\nPain.SlashClaw:\nPain.PlutoClaw:\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\n\nPain.BreakDash:\n\"----\" H 0 A_GiveInventory(\"BreakDashProtect\",1)\nGoto Pain+2\n\nPain.BreakDashP:\n\"----\" H 0 A_GiveInventory(\"BreakDashPProtect\",1)\nGoto Pain+2\n\nPain.NeptuneSaltStomp:\n\"----\" H 0 A_GiveInventory(\"NeptuneSaltStompProtect\",1)\nGoto Pain+2\n\nPain.NeptuneLeap:\n\"----\" H 0 A_SpawnItemEx(\"PainNeptuneLeapHit\")\n\"----\" H 0 A_GiveInventory(\"NeptuneLeapProtect\",1)\nGoto Pain+2\nDeath.NeptuneLeap:\n\"----\" H 0 A_GiveToTarget(\"NeptuneLeap_Pickup\",1)\ngoto Death\n\nPain.RemoteMineB:\n\"----\" H 0 A_GiveInventory(\"RemoteMineBProtect\",1)\nGoto Pain+2\n\nPain.RemoteMineB2:\n\"----\" H 0\nGoto Pain+2\n\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ClassBaseTID.txt",
        "contents": "actor BasicHitBase\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //A_GiveToTarget(\"RollHitPickup\",1)\nstop\n}\n}\n\nactor BasicPoisonBase\n{\nvar int user_HIT;\nvar int user_SOURCE;\nvar int user_AMOUNT;\nHeight 0\nRadius 0\n+NOINTERACTION\n+NOCLIP\n+SEEKERMISSILE\nPROJECTILE\nStates\n{\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BasicHitBaseF : BasicHitBase\n{\nvar int user_HIT;\n//var int user_power;\n}\n\nactor CollideFlag : OnceC{}\n\nactor ForceEndPoisonFlag : OnceC{}\n\nactor C_PSN2 : PowerUp{Powerup.Duration -2}\nactor C_PSN3 : PowerUp{Powerup.Duration -3}\nactor C_PSN4 : PowerUp{Powerup.Duration -4}\nactor C_PSN5 : PowerUp{Powerup.Duration -5}\nactor C_PSN6 : PowerUp{Powerup.Duration -6}\n\n//General idea/method by JaxOf7\n\n//Bonus Damage\n\n//Bonus Damage\n\nactor WilyFireBurn_PSNFlag : OnceC{}\nactor WilyFireBurn_PSN : C_PSN2{}\nactor WilyFireBurn_PSN0 : C_PSN2{}//Online desync\n\nactor WilyFireBurn_PSN1000:C_PSN2{}actor WilyFireBurn_PSN1001:C_PSN2{}actor WilyFireBurn_PSN1002:C_PSN2{}actor WilyFireBurn_PSN1003:C_PSN2{}actor WilyFireBurn_PSN1004:C_PSN2{}actor WilyFireBurn_PSN1005:C_PSN2{}actor WilyFireBurn_PSN1006:C_PSN2{}actor WilyFireBurn_PSN1007:C_PSN2{}\nactor WilyFireBurn_PSN1008:C_PSN2{}actor WilyFireBurn_PSN1009:C_PSN2{}actor WilyFireBurn_PSN1010:C_PSN2{}actor WilyFireBurn_PSN1011:C_PSN2{}actor WilyFireBurn_PSN1012:C_PSN2{}actor WilyFireBurn_PSN1013:C_PSN2{}actor WilyFireBurn_PSN1014:C_PSN2{}actor WilyFireBurn_PSN1015:C_PSN2{}\nactor WilyFireBurn_PSN1016:C_PSN2{}actor WilyFireBurn_PSN1017:C_PSN2{}actor WilyFireBurn_PSN1018:C_PSN2{}actor WilyFireBurn_PSN1019:C_PSN2{}actor WilyFireBurn_PSN1020:C_PSN2{}actor WilyFireBurn_PSN1021:C_PSN2{}actor WilyFireBurn_PSN1022:C_PSN2{}actor WilyFireBurn_PSN1023:C_PSN2{}\nactor WilyFireBurn_PSN1024:C_PSN2{}actor WilyFireBurn_PSN1025:C_PSN2{}actor WilyFireBurn_PSN1026:C_PSN2{}actor WilyFireBurn_PSN1027:C_PSN2{}actor WilyFireBurn_PSN1028:C_PSN2{}actor WilyFireBurn_PSN1029:C_PSN2{}actor WilyFireBurn_PSN1030:C_PSN2{}actor WilyFireBurn_PSN1031:C_PSN2{}\nactor WilyFireBurn_PSN1032:C_PSN2{}actor WilyFireBurn_PSN1033:C_PSN2{}actor WilyFireBurn_PSN1034:C_PSN2{}actor WilyFireBurn_PSN1035:C_PSN2{}actor WilyFireBurn_PSN1036:C_PSN2{}actor WilyFireBurn_PSN1037:C_PSN2{}actor WilyFireBurn_PSN1038:C_PSN2{}actor WilyFireBurn_PSN1039:C_PSN2{}\nactor WilyFireBurn_PSN1040:C_PSN2{}actor WilyFireBurn_PSN1041:C_PSN2{}actor WilyFireBurn_PSN1042:C_PSN2{}actor WilyFireBurn_PSN1043:C_PSN2{}actor WilyFireBurn_PSN1044:C_PSN2{}actor WilyFireBurn_PSN1045:C_PSN2{}actor WilyFireBurn_PSN1046:C_PSN2{}actor WilyFireBurn_PSN1047:C_PSN2{}\nactor WilyFireBurn_PSN1048:C_PSN2{}actor WilyFireBurn_PSN1049:C_PSN2{}actor WilyFireBurn_PSN1050:C_PSN2{}actor WilyFireBurn_PSN1051:C_PSN2{}actor WilyFireBurn_PSN1052:C_PSN2{}actor WilyFireBurn_PSN1053:C_PSN2{}actor WilyFireBurn_PSN1054:C_PSN2{}actor WilyFireBurn_PSN1055:C_PSN2{}\nactor WilyFireBurn_PSN1056:C_PSN2{}actor WilyFireBurn_PSN1057:C_PSN2{}actor WilyFireBurn_PSN1058:C_PSN2{}actor WilyFireBurn_PSN1059:C_PSN2{}actor WilyFireBurn_PSN1060:C_PSN2{}actor WilyFireBurn_PSN1061:C_PSN2{}actor WilyFireBurn_PSN1062:C_PSN2{}actor WilyFireBurn_PSN1063:C_PSN2{}\n\nactor PainDrWily_FireHit : BasicPoisonBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_AMOUNT\",1)//How much poison is given in tics. (1 if a powerup)\nTNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(257,0))//Record who was hit\nTNT1 A 0 A_TransferPointer(2,0,2,2)//Make this projectile the shooters\nTNT1 A 0 A_SetUserVar(\"user_SOURCE\", ACS_ExecuteWithResult(257,0))//Record the original shooter\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_POISONFOLLOW,user_HIT,-1,user_SOURCE)>=1, \"Death\")\n//^^Give player specific inventory based on who hit them, and also kills this actor if they already have that inventory\nTNT1 A 0 ACS_ExecuteAlways(C_POISONFOLLOW,0,user_HIT,200,user_SOURCE)//Makes this actor track/follow the person hit (Check ACS for more info)\n//^^This is Powerup track with following\nTNT1 A 0 A_GiveInventory(\"WeaponCharge\",50)//Duration between damage in tics\nGoto DoT\nDoT:\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)//From here you can do what for this actor while it tracks the Hit player.\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")//If the Hit Player is out of poison time, this flag will be given to end this actor\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\n\nTNT1 A 0 Thing_Move(0,user_HIT,1)//While this poison actor is following the player, its not following at the same rate online.\n//So the above will guarantee the below will spawn directly on the poisoned target.\nTNT1 A 0 A_SpawnItemEX(\"WilyFireCollide\",0,0,28)//The main damager\nloop\n}\n}\n\nactor MegaFireBall_PSNFlag : OnceC{}\nactor MegaFireBall_PSN : C_PSN3{}\nactor MegaFireBall_PSN0 : C_PSN3{}//Online desync\n\nactor MegaFireBall_PSN1000:C_PSN3{}actor MegaFireBall_PSN1001:C_PSN3{}actor MegaFireBall_PSN1002:C_PSN3{}actor MegaFireBall_PSN1003:C_PSN3{}actor MegaFireBall_PSN1004:C_PSN3{}actor MegaFireBall_PSN1005:C_PSN3{}actor MegaFireBall_PSN1006:C_PSN3{}actor MegaFireBall_PSN1007:C_PSN3{}\nactor MegaFireBall_PSN1008:C_PSN3{}actor MegaFireBall_PSN1009:C_PSN3{}actor MegaFireBall_PSN1010:C_PSN3{}actor MegaFireBall_PSN1011:C_PSN3{}actor MegaFireBall_PSN1012:C_PSN3{}actor MegaFireBall_PSN1013:C_PSN3{}actor MegaFireBall_PSN1014:C_PSN3{}actor MegaFireBall_PSN1015:C_PSN3{}\nactor MegaFireBall_PSN1016:C_PSN3{}actor MegaFireBall_PSN1017:C_PSN3{}actor MegaFireBall_PSN1018:C_PSN3{}actor MegaFireBall_PSN1019:C_PSN3{}actor MegaFireBall_PSN1020:C_PSN3{}actor MegaFireBall_PSN1021:C_PSN3{}actor MegaFireBall_PSN1022:C_PSN3{}actor MegaFireBall_PSN1023:C_PSN3{}\nactor MegaFireBall_PSN1024:C_PSN3{}actor MegaFireBall_PSN1025:C_PSN3{}actor MegaFireBall_PSN1026:C_PSN3{}actor MegaFireBall_PSN1027:C_PSN3{}actor MegaFireBall_PSN1028:C_PSN3{}actor MegaFireBall_PSN1029:C_PSN3{}actor MegaFireBall_PSN1030:C_PSN3{}actor MegaFireBall_PSN1031:C_PSN3{}\nactor MegaFireBall_PSN1032:C_PSN3{}actor MegaFireBall_PSN1033:C_PSN3{}actor MegaFireBall_PSN1034:C_PSN3{}actor MegaFireBall_PSN1035:C_PSN3{}actor MegaFireBall_PSN1036:C_PSN3{}actor MegaFireBall_PSN1037:C_PSN3{}actor MegaFireBall_PSN1038:C_PSN3{}actor MegaFireBall_PSN1039:C_PSN3{}\nactor MegaFireBall_PSN1040:C_PSN3{}actor MegaFireBall_PSN1041:C_PSN3{}actor MegaFireBall_PSN1042:C_PSN3{}actor MegaFireBall_PSN1043:C_PSN3{}actor MegaFireBall_PSN1044:C_PSN3{}actor MegaFireBall_PSN1045:C_PSN3{}actor MegaFireBall_PSN1046:C_PSN3{}actor MegaFireBall_PSN1047:C_PSN3{}\nactor MegaFireBall_PSN1048:C_PSN3{}actor MegaFireBall_PSN1049:C_PSN3{}actor MegaFireBall_PSN1050:C_PSN3{}actor MegaFireBall_PSN1051:C_PSN3{}actor MegaFireBall_PSN1052:C_PSN3{}actor MegaFireBall_PSN1053:C_PSN3{}actor MegaFireBall_PSN1054:C_PSN3{}actor MegaFireBall_PSN1055:C_PSN3{}\nactor MegaFireBall_PSN1056:C_PSN3{}actor MegaFireBall_PSN1057:C_PSN3{}actor MegaFireBall_PSN1058:C_PSN3{}actor MegaFireBall_PSN1059:C_PSN3{}actor MegaFireBall_PSN1060:C_PSN3{}actor MegaFireBall_PSN1061:C_PSN3{}actor MegaFireBall_PSN1062:C_PSN3{}actor MegaFireBall_PSN1063:C_PSN3{}\n\nactor PainMegaFireBallHit : BasicPoisonBase//Spawned from MegaFireBall\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_AMOUNT\",1)\n//TNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(257,0))\n//TNT1 A 0 A_TransferPointer(2,0,2,2)\n//TNT1 A 0 A_SetUserVar(\"user_SOURCE\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_SetUserVar(\"user_HIT\",CallACS(\"cbm_GetPointerTID_147\",8))\nTNT1 A 0 A_SetUserVar(\"user_SOURCE\",CallACS(\"cbm_GetPointerTID_147\",2))\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_POISONFOLLOW,user_HIT,-2,user_SOURCE)>=1, \"Death\")\nTNT1 A 0 ACS_ExecuteAlways(C_POISONFOLLOW,0,user_HIT,301,user_SOURCE)\n\nGoto DoT\nDoT://15\nTNT1 AAAAAAAAAAAAAAA 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\n\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MagmamanBitFX2\",random(4,18),0,random(16,40),frandom(1,4),0,frandom(0,2),random(0,359),1)\nTNT1 A 0 A_SpawnItemEX(\"RockFireBallBurn\",0,0,28)//The main damager\nloop\n}\n}\n\nactor LightRyuFire_PSNFlag : OnceC{}\nactor LightRyuFire_PSN : C_PSN3{}\nactor LightRyuFire_PSN0 : C_PSN3{}//Online desync\n\nactor LightRyuFire_PSN1000:C_PSN3{}actor LightRyuFire_PSN1001:C_PSN3{}actor LightRyuFire_PSN1002:C_PSN3{}actor LightRyuFire_PSN1003:C_PSN3{}actor LightRyuFire_PSN1004:C_PSN3{}actor LightRyuFire_PSN1005:C_PSN3{}actor LightRyuFire_PSN1006:C_PSN3{}actor LightRyuFire_PSN1007:C_PSN3{}\nactor LightRyuFire_PSN1008:C_PSN3{}actor LightRyuFire_PSN1009:C_PSN3{}actor LightRyuFire_PSN1010:C_PSN3{}actor LightRyuFire_PSN1011:C_PSN3{}actor LightRyuFire_PSN1012:C_PSN3{}actor LightRyuFire_PSN1013:C_PSN3{}actor LightRyuFire_PSN1014:C_PSN3{}actor LightRyuFire_PSN1015:C_PSN3{}\nactor LightRyuFire_PSN1016:C_PSN3{}actor LightRyuFire_PSN1017:C_PSN3{}actor LightRyuFire_PSN1018:C_PSN3{}actor LightRyuFire_PSN1019:C_PSN3{}actor LightRyuFire_PSN1020:C_PSN3{}actor LightRyuFire_PSN1021:C_PSN3{}actor LightRyuFire_PSN1022:C_PSN3{}actor LightRyuFire_PSN1023:C_PSN3{}\nactor LightRyuFire_PSN1024:C_PSN3{}actor LightRyuFire_PSN1025:C_PSN3{}actor LightRyuFire_PSN1026:C_PSN3{}actor LightRyuFire_PSN1027:C_PSN3{}actor LightRyuFire_PSN1028:C_PSN3{}actor LightRyuFire_PSN1029:C_PSN3{}actor LightRyuFire_PSN1030:C_PSN3{}actor LightRyuFire_PSN1031:C_PSN3{}\nactor LightRyuFire_PSN1032:C_PSN3{}actor LightRyuFire_PSN1033:C_PSN3{}actor LightRyuFire_PSN1034:C_PSN3{}actor LightRyuFire_PSN1035:C_PSN3{}actor LightRyuFire_PSN1036:C_PSN3{}actor LightRyuFire_PSN1037:C_PSN3{}actor LightRyuFire_PSN1038:C_PSN3{}actor LightRyuFire_PSN1039:C_PSN3{}\nactor LightRyuFire_PSN1040:C_PSN3{}actor LightRyuFire_PSN1041:C_PSN3{}actor LightRyuFire_PSN1042:C_PSN3{}actor LightRyuFire_PSN1043:C_PSN3{}actor LightRyuFire_PSN1044:C_PSN3{}actor LightRyuFire_PSN1045:C_PSN3{}actor LightRyuFire_PSN1046:C_PSN3{}actor LightRyuFire_PSN1047:C_PSN3{}\nactor LightRyuFire_PSN1048:C_PSN3{}actor LightRyuFire_PSN1049:C_PSN3{}actor LightRyuFire_PSN1050:C_PSN3{}actor LightRyuFire_PSN1051:C_PSN3{}actor LightRyuFire_PSN1052:C_PSN3{}actor LightRyuFire_PSN1053:C_PSN3{}actor LightRyuFire_PSN1054:C_PSN3{}actor LightRyuFire_PSN1055:C_PSN3{}\nactor LightRyuFire_PSN1056:C_PSN3{}actor LightRyuFire_PSN1057:C_PSN3{}actor LightRyuFire_PSN1058:C_PSN3{}actor LightRyuFire_PSN1059:C_PSN3{}actor LightRyuFire_PSN1060:C_PSN3{}actor LightRyuFire_PSN1061:C_PSN3{}actor LightRyuFire_PSN1062:C_PSN3{}actor LightRyuFire_PSN1063:C_PSN3{}\n\nactor PainLightRyu_FireHit : BasicPoisonBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_AMOUNT\",1)\nTNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 A_SetUserVar(\"user_SOURCE\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_POISONFOLLOW,user_HIT,-3,user_SOURCE)>=1, \"Death\")\nTNT1 A 0 ACS_ExecuteAlways(C_POISONFOLLOW,0,user_HIT,302,user_SOURCE)\nGoto DoT\nDoT://15\nTNT1 AAAAAAAAAAAAAAA 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\n\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MagmamanBitFX2\",random(4,18),0,random(16,40),frandom(1,4),0,frandom(0,2),random(0,359),1)\nTNT1 A 0 A_SpawnItemEX(\"LightRyuFireBurn\",0,0,28)\nloop\n}\n}\n\nactor BasicSlamBase : BasicHelper//Gravityman\n{\nvar int user_HIT;\nvar int user_GravStack;\n+NOCLIP\n//+NOTARGETSWITCH\nMass 250\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_RearrangePointers(0,0,2)\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_ExecuteAlways(C_GRAVITY_SLAM,0,user_HIT)\ngoto CollideWait\nCollideWait:\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"CollideCheck\")\nloop\n\nCollideCheck:\nTNT1 A 0 //A_LogInt(user_GravStack)\nTNT1 A 0 A_SetScale(user_GravStack)\nTNT1 A 0 A_JumpIf(user_GravStack>=Mass,\"CollideX\")\nTNT1 A 0 A_JumpIf(user_GravStack>=1,\"Collide\")\nTNT1 A 2 //A_Log(\"Gravity Slam = 0\")\nstop\nCollide:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 //A_SpawnItemEX(\"SlamCollide\",0,0,28,0,0,0,0,16384)//SXF_TRANSFERSCALE\nTNT1 A 2\nstop\nCollideX:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 //A_SpawnItemEX(\"SlamCollideX\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\n}\n}\n\nactor PainGravityM_SlamHit : BasicSlamBase//Gravityman - this is the real one.\n{\nStates\n{\nCollide:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"GravitySmackDownCollide\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\nCollideX:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"GravitySmackDownCollideX\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\n}\n}\n\nactor PainTenguM_SlamHit : BasicSlamBase//Tenguman\n{\nStates\n{\nCollide:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TenguSlamCollide\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\nCollideX:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TenguSlamCollideX\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\n}\n}\n\nactor PainTornadoM_SlamHit : BasicSlamBase//Tornadoman\n{\nStates\n{\nCollide:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TornadoSlamCollide\",0,0,28,0,0,0,0,16384)\nTNT1 A 2 A_TakeInventory(\"BeingTornadoM_Slammed\",9,0,8)\nstop\nCollideX:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TornadoSlamCollideX\",0,0,28,0,0,0,0,16384)\nTNT1 A 2 A_TakeInventory(\"BeingTornadoM_Slammed\",9,0,8)\nstop\n}\n}\n\nactor PainScrewCrusherMHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainScrewCrusherMHit_P\",1)\nstop\n}\n}\nactor PainScrewCrusherMHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"PunkMeleeStopPickup\",1)\nstop\n}\n}\n\n//Flings\nactor PainBaseFlingHit : BasicHitBaseF\n{\nMass 1\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TempPitProtect_P\",1)\nSpawn2:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_JaxFlingAway\",0,ACS_ExecuteWithResult(257,0),user_HIT,Mass)\nstop\n}\n}\n\nactor DeathBaseFlingHit : PainBaseFlingHit\n{\nMass 4\nstates\n{\nSpawn:\ngoto Spawn2\n}\n}\n\nactor PainDuo_RamHit : PainBaseFlingHit{Mass 32}\nactor PainDuo_MeteorHit : PainBaseFlingHit{Mass 40}\nactor DeathDuo_RamHit : DeathBaseFlingHit{Mass 36}\nactor DeathDuo_MeteorHit : DeathBaseFlingHit{Mass 44}\nactor PainKnightBonkHit : PainBaseFlingHit{Mass 12}\nactor PainProtoShieldBashHit : PainBaseFlingHit{Mass 28}\nactor PainBassKickHit : PainBaseFlingHit{Mass 32}\nactor PainBassKickHitEx : PainBaseFlingHit{Mass 48}\nactor PainMaestroAquaGuts : PainBaseFlingHit{Mass 6}\nactor SolarVentHit : PainBaseFlingHit{Mass 16}\n\nactor DeathLightRyu_ShoryuHit : DeathBaseFlingHit{Mass 15}\n\nactor DeathLightRyu_ShinShoryuHit : DeathBaseFlingHit{Mass 35}\n\nactor PainMagnetM_PushHit : BasicHitBaseF//MagHitKai\n{\nMass 1\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TempPitProtect_P\",1)\nSpawn2:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_JaxFlingAway\",0,ACS_ExecuteWithResult(257,0),user_HIT,Mass+2.5*CallACS(\"cbm_countinv_acs\",31,2))\nstop\n}\n}\nactor DeathMagnetM_PushHit : PainMagnetM_PushHit{Mass 5 states{Spawn:goto Spawn2}}\n\nactor PainSkullM_BarrierHit : PainBaseFlingHit{Mass 32}\nactor DeathSkullM_BarrierHit : DeathBaseFlingHit{Mass 36}\n\n//actor PainDM3_SnipeHit : PainBaseFlingHit{Mass 11} anon... no\n//actor DeathDM3_SnipeHit : DeathBaseFlingHit{Mass 19}\n\nactor DeathBlizzardM_BowlHit : DeathBaseFlingHit{Mass 60}\n\nactor PainKnightM_PushHit : PainBaseFlingHit{Mass 8}\nactor DeathKnightM_PushHit : DeathBaseFlingHit{Mass 30}\n\nactor PainConcreteShoulderHit : PainBaseFlingHit{Mass 30}\n\nactor PainPharaohPunchHit : PainBaseFlingHit{Mass 20}\n\nactor PainWindM_PullHit : PainBaseFlingHit{Mass -16}\n\nactor PainWindM_PushHit : BasicHitBaseF\n{\nMass 10\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TempPitProtect_P\",1)\nSpawn2:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_JaxFlingAway\",0,ACS_ExecuteWithResult(257,0),user_HIT,Mass+CallACS(\"cbm_countinv_acs\",33,2))\nstop\n}\n}\nactor DeathWindM_PushHit : PainWindM_PushHit{Mass 15 states{Spawn:goto Spawn2}}\n\nactor PainTurboM_HonkHit : PainBaseFlingHit{Mass 31}\nactor DeathTurboM_HonkHit : DeathBaseFlingHit{Mass 35}\n\nactor PainODuo_TackleHit : PainBaseFlingHit{Mass 64}\nactor PainODuo_MeteorPushHit : PainBaseFlingHit{Mass 38}\nactor DeathODuo_TackleHit : DeathBaseFlingHit{Mass 68}\nactor DeathODuo_MeteorPushHit : DeathBaseFlingHit{Mass 42}\n\nactor DeathConcreteM_BashHit : DeathBaseFlingHit{Mass 70}\n\nactor PainJupiter_PushHit : PainBaseFlingHit{Mass 20}\nactor DeathJupiter_PushHit : DeathBaseFlingHit{Mass 31}\n\nactor DeathUranus_LiftHit : DeathBaseFlingHit{Mass 40}\n\nactor PainStrikeBallHit : PainBaseFlingHit\n{\nmass 40\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainStrikeBallHit_P\",1)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor PainStrikeBallHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"StrikeHitTarget\",1)\nstop\n}\n}\n\nactor PainStrikeBallHit2 : PainBaseFlingHit\n{\nmass 40\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainStrikeBallHit2_P\",1)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor PainStrikeBallHit2_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"ReboundStrikerPower\",4)\nstop\n}\n}\n\nactor PainDarkTankHit : PainBaseFlingHit{Mass 5}\n\nactor PainMegaWaterBarrierHit : BasicHitBaseF\n{\nMass 10\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //A_GiveToTarget(\"TempPitProtect_P\",1)\nSpawn2:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_JaxFlingAway\",0,ACS_ExecuteWithResult(257,0),user_HIT,Mass+2*CallACS(\"cbm_countinv_acs\",305,2))\nstop\n}\n}\nactor DeathMegaWaterBarrierHit : PainMegaWaterBarrierHit{Mass 14 states{Spawn:goto Spawn2}}\n\nactor PainHyperStormBlasterHit : PainBaseFlingHit{Mass 7}\nactor DeathHyperStormBlasterHit : DeathBaseFlingHit{Mass 27}\n\nactor PainEnker_PushHit : PainBaseFlingHit{Mass 22}\nactor DeathEnker_PushHit : DeathBaseFlingHit{Mass 44}\n\nactor PainRaThorThrowHit : PainBaseFlingHit{Mass 64}\n\nactor PainYellowDevilPHit : PainBaseFlingHit{Mass 77}\nactor DeathYellowDevilPHit : DeathBaseFlingHit{Mass 81}\n\n//Give on-hit\nactor PainRollHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainRollHit_P\",1)\nstop\n}\n}\nactor PainRollHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"RollHealAmmo\",4)\nstop\n}\n}\n\nactor PainLightRyu_KickHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainLightRyu_KickHit_P\",1)\nstop\n}\n}\nactor PainLightRyu_KickHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"SuperComboGauge\",1)\nstop\n}\n}\nactor PainLightRyu_HadokenHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainLightRyu_HadokenHit_P\",1)\nstop\n}\n}\nactor PainLightRyu_HadokenHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"SuperComboGauge\",4)\nstop\n}\n}\nactor PainLightRyu_StopHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainLightRyu_StopHit_P\",1)\nstop\n}\n}\nactor PainLightRyu_StopHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"RyuShinShoryuFlag_P\",1)\nstop\n}\n}\n\nactor PowerJoeHitG : BasicPowerupGiver\n{\npowerup.type \"PowerJoeHit\"\n}\nactor PowerJoeHit : PowerUp\n{\nPowerup.Duration -8\n}\nactor JoeHitFlag : OnceC{}\n\nactor JoeHitItem : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerJoeHit\",1,3)\nTNT1 A 0 A_GiveInventory(\"JoeHitFlag\",1)\nTNT1 A 0 A_SpawnItemEx(\"JoeHitWatcher\")\nTNT1 A 0 A_GiveInventory(\"PowerJoeHitG\",1)\nstop\n}\n}\nactor JoeHitWatcher : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerJoeHit\",1,\"Spawn\")\nTNT1 A 0 A_TakeFromTarget(\"JoeHitFlag\",999)\nstop\n}\n}\n\nactor PainBBA_RocketBoomHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainBBA_RocketBoomHit_P\",1)\nstop\n}\n}\nactor PainBBA_RocketBoomHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"BBA_Money\",16)\nstop\n}\n}\n\nactor PainToadM_LeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainToadM_LeapHit_P\",1)\nstop\n}\n}\nactor PainToadM_LeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"ToadM_Leap_P\",1)\nstop\n}\n}\n\nactor PainBlizzardM_BowlHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainBlizzardM_BowlHit_P\",1)\nstop\n}\n}\nactor PainBlizzardM_BowlHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"CrackFlag\",1)\nstop\n}\n}\n\nactor PainShadeM_DrainHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainShadeM_DrainHit_P\",1)\nstop\n}\n}\nactor PainShadeM_DrainHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"EnkerAbsorbCount\",1,\"P_1\")\nTNT1 A 0 A_JumpIfInventory(\"BasicArmor\",1,\"P_2\")\nTNT1 A 0 A_JumpIfInventory(\"StarArmorPower\",1,\"P_2\")\n\nTNT1 A 0 A_JumpIfInventory(\"WilyNoSuitWeakness\",1,\"P_7\")\nTNT1 A 0 A_JumpIfInventory(\"DynamoHealingWeakness\",1,\"P_7\")\nTNT1 A 0 A_JumpIfInventory(\"NeptuneSaltyWeakness\",1,\"P_9\")\nTNT1 A 0 A_JumpIfInventory(\"TrioRageWeakness\",1,\"P_10\")\ngoto P_5\n\nP_1:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing10_PU\")stop\nP_2:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing20_PU\")stop\nP_3:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing30_PU\")stop\nP_4:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing40_PU\")stop\nP_5:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing50_PU\")stop\nP_6:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing60_PU\")stop\nP_7:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing70_PU\")stop\nP_8:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing80_PU\")stop\nP_9:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing90_PU\")stop\nP_10:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing100_PU\")stop\n\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor PainGrenadeM_NadeHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainGrenadeM_NadeHit_P\",1)\nstop\n}\n}\nactor PainGrenadeM_NadeHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"CuteBombDrain\",1,2)\nTNT1 A 0 A_GiveToTarget(\"THATFELTGOODAMMO\",1)\nTNT1 A 0\nstop\n}\n}\nactor PainGrenadeM_BombHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainGrenadeM_BombHit_P\",1)\nstop\n}\n}\nactor PainGrenadeM_BombHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"CuteBombDrain\",1,2)\nTNT1 A 0 A_GiveToTarget(\"THATFELTGOODAMMO\",3)\nTNT1 A 0\nstop\n}\n}\n\nactor PainMagicM_CardHit : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 //A_JumpIf(CheckClass(\"Magicman\",2),\"GiveHealth\")//This works, but not on the first hit\n//stop\n//GiveHealth:\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag1\",1,\"Stack_1\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag2\",1,\"Stack_1\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag3\",1,\"Stack_2\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag4\",1,\"Stack_3\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag5\",1,\"Stack_4\")\ngoto Stack_5\nStack_1:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag1\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_1\",0,0,28,0,0,0,0,1)\nstop\nStack_2:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag2\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_2\",0,0,28,0,0,0,0,1)\nstop\nStack_3:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag3\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_3\",0,0,28,0,0,0,0,1)\nstop\nStack_4:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag4\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_4\",0,0,28,0,0,0,0,1)\nstop\nStack_5:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag5\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_5\",0,0,28,0,0,0,0,1)\nstop\n\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor MagicStackedDeckFlag1 : Powerup\n{\nPowerup.Duration -3\n}\nactor MagicStackedDeckFlag2 : MagicStackedDeckFlag1 {}\nactor MagicStackedDeckFlag3 : MagicStackedDeckFlag1 {}\nactor MagicStackedDeckFlag4 : MagicStackedDeckFlag1 {}\nactor MagicStackedDeckFlag5 : MagicStackedDeckFlag1 {}\n\nactor MagicCardHealth_1\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+SEEKERMISSILE\nReactionTime 100\nDamage (0)\nRadius 2\nHeight 2\nspeed 35\nscale 2.5\nstates\n{\nSpawn:\nX_BH G 0\nX_BH G 0 A_TransferPointer(2,0,2,2)\nX_BH G 0 A_RearrangePointers(0,0,2)\nX_BH G 1 A_FaceTarget\ngoto Spawn2\nSpawn2:\nX_BH G 1 A_JumpIfCloser(64,\"Giver\")X_BH G 0 A_SeekerMissile(90,90,2)\nX_BH G 1 A_JumpIfCloser(64,\"Giver\")X_BH G 0 A_SeekerMissile(90,90,2)\nX_BH G 1 A_JumpIfCloser(64,\"Giver\")X_BH G 0 A_SeekerMissile(90,90,2)\nX_BH G 1 A_JumpIfCloser(64,\"Giver\")X_BH G 0 A_SeekerMissile(90,90,2)\nX_BH G 1 A_JumpIfCloser(64,\"Giver\")X_BH G 0 A_SeekerMissile(90,90,2)\nX_BH G 1 A_JumpIfCloser(64,\"Giver\")X_BH G 0 A_SeekerMissile(90,90,2)\nX_BH H 1 A_JumpIfCloser(64,\"Giver\")X_BH H 0 A_SeekerMissile(90,90,2)\nX_BH H 1 A_JumpIfCloser(64,\"Giver\")X_BH H 0 A_SeekerMissile(90,90,2)\nX_BH H 1 A_JumpIfCloser(64,\"Giver\")X_BH H 0 A_SeekerMissile(90,90,2)\nX_BH H 1 A_JumpIfCloser(64,\"Giver\")X_BH H 0 A_SeekerMissile(90,90,2)\nX_BH H 1 A_JumpIfCloser(64,\"Giver\")X_BH H 0 A_SeekerMissile(90,90,2)\nX_BH H 1 A_JumpIfCloser(64,\"Giver\")X_BH H 0 A_SeekerMissile(90,90,2)\nX_BH G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"SuperDeath\")\nX_BH G 0 A_CountDown\nloop\nSuperDeath:\nTNT1 A 1\nstop\nGiver:\nTNT1 A 0 A_GiveToTarget(\"CBM_HealThing10_PU\")\ngoto End\nEnd:\nTNT1 A 0 A_Stop\nTNT1 A 1 A_SpawnItemEx(\"MagicCardHealthFX\",-8,0,-8,0,0,0,0,1)\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor MagicCardHealthFX : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"item/energyup\",\"Weapon\")\nTNT1 A 2 A_SpawnItemEx(\"MagicCardHealthFX2\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor MagicCardHealthFX2 : BasicClientSide\n{\nStates\n{\nSpawn:\nMGB9 ABCDEFG 3\nstop\n}\n}\n\nactor MagicCardHealth_2 : MagicCardHealth_1\n{\nStates\n{\nGiver:\nTNT1 A 0 A_GiveToTarget(\"CBM_HealThing20_PU\")\ngoto End\n}\n}\nactor MagicCardHealth_3 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing30_PU\")goto End}}\nactor MagicCardHealth_4 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing40_PU\")goto End}}\nactor MagicCardHealth_5 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"CBM_HealThing50_PU\")goto End}}\n\nactor PainODuo_MeteorHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainODuo_MeteorHit_P\",1)\nstop\n}\n}\nactor PainODuo_MeteorHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"ODuoTheMeteorPickup\",1)\nstop\n}\n}\n\nactor PainConcreteM_BashHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainConcreteM_BashHit_P\",1)\nstop\n}\n}\nactor PainConcreteM_BashHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"ConcreteBashFlag\",1)\nstop\n}\n}\n\nactor PainTornadoM_LeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainTornadoM_LeapHit_P\",1)\nstop\n}\n}\nactor PainTornadoM_LeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"TornadoM_Leap_Pickup\",1)\nstop\n}\n}\n\nactor PainSolarM_HeadHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainSolarM_HeadHit_P\",1)\nstop\n}\n}\nactor PainSolarM_HeadHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"SunAmmo\",25)\nTNT1 A 0 A_GiveToTarget(\"SolarInfernoAmmo\",11)\nTNT1 A 0 A_TakeFromTarget(\"SolarM_AmmoDrainDelay\")\nstop\n}\n}\n\nactor PainQuint_LeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainQuint_LeapHit_P\",1)\nstop\n}\n}\nactor PainQuint_LeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"QuintLeap_Pickup\",1)\nstop\n}\n}\n\nactor PowerRaThorHitG : BasicPowerupGiver\n{\npowerup.type \"PowerRaThorHit\"\n}\nactor PowerRaThorHit : PowerUp\n{\nPowerup.Duration -10\n}\nactor RaThorHitFlag : OnceC{}\n\nactor RaThorHitItem : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerRaThorHit\",1,3)\nTNT1 A 0 A_GiveInventory(\"RaThorHitFlag\",1)\nTNT1 A 0 A_SpawnItemEx(\"RaThorHitWatcher\")\nTNT1 A 0 A_GiveInventory(\"PowerRaThorHitG\",1)\nstop\n}\n}\nactor RaThorHitWatcher : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerRaThorHit\",1,\"Spawn\")\nTNT1 A 0 A_TakeFromTarget(\"RaThorHitFlag\",999)\nstop\n}\n}\n\nactor PainHSH_WallopHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainHSH_WallopHit_P\",1)\nstop\n}\n}\nactor PainHSH_WallopHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"HyperStormCold\",6)\nstop\n}\n}\n\nactor PainHSH_DrainHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainHSH_DrainHit_P\",1)\nstop\n}\n}\nactor PainHSH_DrainHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"Health\",10)\nstop\n}\n}\n\nactor PainNeptune_LeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainNeptune_LeapHit_P\",1)\nstop\n}\n}\nactor PainNeptune_LeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"NeptuneLeap_Pickup\",1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ConstIntList_C.txt",
        "contents": "//Vanilla Scripts\nconst int CORE_ACS_191 = 191;\n\n//CBM Scripts\nconst int CBM_FetchMyHealth = 6142;\nconst int CBM_HealMyThing = 6143;\n\nconst int C_RETURN_APROP = 144;\n\nconst int C_POISONFOLLOW = 211;\n\nconst int C_JAX_SUCKRECODE = 422;\n\nconst int C_JAX_SPECTRUM_SET1 = 444;\nconst int C_JAX_SPECTRUM_SET2 = 445;\nconst int C_JAX_SPECTRUM_TURN = 446;\n\nconst int C_JAX_CHECK_JUMP = 522;\n\nconst int C_CHECK_TARGET_OOC = 649;\nconst int C_CHECK_TRACER_OOC = 650;\nconst int C_CHECK_MASTER_OOC = 651;\nconst int C_GRAVITY_SLAM = 667;\n\nconst int C_GET_USER_VAR = 811;\n\nconst int C_SET_POINTER = 4000;\nconst int C_COMPARE_TEAM = 4001;\nconst int C_FETCH_TEAM = 4002;\nconst int C_CHECK_SINGLE_INPUT = 4004;\nconst int C_DIVELOCKDISPLAY = 4407;\nconst int C_CHECK_TID_JUMP = 4707;\n\nconst int C_SET_POINTER_DELUXE = 14000;\n\n//Other?\nconst int BLUE1 = 198;\n\nconst int DYE_BLUETEAMX = 10600;\nconst int DYE_BLUET_DARKEN = 10603;\nconst int DYE_BLUECHARGE1 = 10605;\nconst int DYE_BLUECHARGE2 = 10606;\nconst int DYE_BLUECHARGE3 = 10607;\n\nconst int DYE_REDTEAMX = 10610;\nconst int DYE_REDT_DARKEN = 10613;\nconst int DYE_REDCHARGE1 = 10615;\nconst int DYE_REDCHARGE2 = 10616;\nconst int DYE_REDCHARGE3 = 10617;\n\nconst int DYE_GREENTEAMX = 10620;\nconst int DYE_GREENT_DARKEN = 10623;\nconst int DYE_GREENCHARGE1 = 10625;\nconst int DYE_GREENCHARGE2 = 10626;\nconst int DYE_GREENCHARGE3 = 10627;\n\nconst int DYE_ORANGETEAMX = 10630;\nconst int DYE_ORANGET_DARKEN = 10633;\nconst int DYE_ORANGECHARGE1 = 10635;\nconst int DYE_ORANGECHARGE2 = 10636;\nconst int DYE_ORANGECHARGE3 = 10637;\n\nconst int DYE_ICEDEATHCBM = 10666;\n\nconst int DYE_POWERFLIGHT = 10680;\nconst int DYE_POWERCHARGEAA = 10681;\nconst int DYE_POWERCHARGEAB = 10682;\nconst int DYE_POWERCHARGEBA = 10683;\nconst int DYE_POWERCHARGEBB = 10684;\n\nconst int DYE_LIGHTCHARGE1 = 10686;\nconst int DYE_LIGHTCHARGE2 = 10687;\nconst int DYE_LIGHTRYU_DEATH = 10688;\n\nconst int DYE_ROCK_CUT = 10690;\nconst int DYE_ROCK_GUTS = 10691;\nconst int DYE_ROCK_ICE = 10692;\nconst int DYE_ROCK_BOMB = 10693;\nconst int DYE_ROCK_FIRE = 10694;\nconst int DYE_ROCK_ELEC = 10695;\nconst int DYE_ROCK_TIME = 10696;\nconst int DYE_ROCK_OIL = 10697;\n\nconst int DYE_PROTOMANC1 = 10698;\nconst int DYE_PROTOMANC2 = 10699;\n\nconst int DYE_PROTOMANC = 10700;\nconst int DYE_MEGAMANC = 10701;\nconst int DYE_MAESTRO = 10702;\nconst int DYE_ROCKC = 10703;\nconst int DYE_ROLLC = 10704;\nconst int DYE_BASSC = 10705;\nconst int DYE_DUOC = 10706;\nconst int DYE_LIGHTRYU = 10707;\nconst int DYE_AUTO = 10708;\nconst int DYE_SNIPERJOE = 10710;\nconst int DYE_TREBLEBOOST = 10714;\n\nconst int DYE_BBAMEGAMAN = 10715;\nconst int DYE_BBAMEGAMAN_BULLET = 10716;\nconst int DYE_BBAMEGAMAN_ROCKET = 10717;\nconst int DYE_BBAMEGAMAN_PLASMA = 10718;\nconst int DYE_BBAMEGAMAN_DEATH = 10719;\n\nconst int DYE_CUTMAN = 10720;\nconst int DYE_GUTSMAN = 10721;\nconst int DYE_ICEMAN = 10722;\nconst int DYE_BOMBMAN = 10723;\nconst int DYE_FIREMAN = 10724;\nconst int DYE_ELECMAN = 10725;\nconst int DYE_TIMEMAN = 10726;\nconst int DYE_OILMAN = 10727;\nconst int DYE_YELLOWDEVIL = 10735;\n\nconst int DYE_METALMAN = 10740;\nconst int DYE_AIRMAN = 10741;\nconst int DYE_BUBBLEMAN = 10742;\nconst int DYE_QUICKMAN = 10743;\nconst int DYE_CRASHMAN = 10744;\nconst int DYE_FLASHMAN = 10745;\nconst int DYE_HEATMAN = 10746;\nconst int DYE_WOODMAN = 10747;\nconst int DYE_DRWILYC = 10748;\nconst int DYE_DRWILYCSUIT = 10749;\nconst int DYE_DRWILYCAPSULEF = 10750;\nconst int DYE_DRWILYCAPSULEI = 10751;\n\nconst int DYE_ALIEN = 10755;\n\nconst int DYE_NEEDLEMAN = 10760;\nconst int DYE_MAGNETMAN = 10761;\nconst int DYE_GEMINIMAN = 10762;\nconst int DYE_HARDMAN = 10763;\nconst int DYE_TOPMAN = 10764;\nconst int DYE_SNAKEMAN = 10765;\nconst int DYE_SPARKMAN = 10766;\nconst int DYE_SHADOWMAN = 10767;\nconst int DYE_DOCROBOT = 10768;\n\nconst int DYE_BRIGHTMAN = 10780;\nconst int DYE_TOADMAN = 10781;\nconst int DYE_DRILLMAN = 10782;\nconst int DYE_PHARAOHMAN = 10783;\nconst int DYE_RINGMAN = 10784;\nconst int DYE_DUSTMAN = 10785;\nconst int DYE_DIVEMAN = 10786;\nconst int DYE_SKULLMAN = 10787;\n\nconst int DYE_GRAVITYMAN = 10800;\nconst int DYE_WAVEMAN = 10801;\nconst int DYE_STONEMAN = 10802;\nconst int DYE_GYROMAN = 10803;\nconst int DYE_STARMAN = 10804;\nconst int DYE_CHARGEMAN = 10805;\nconst int DYE_NAPALMMAN = 10806;\nconst int DYE_CRYSTALMAN = 10807;\nconst int DYE_DARKMAN1 = 10808;\nconst int DYE_DARKMAN2 = 10809;\nconst int DYE_DARKMAN3 = 10810;\nconst int DYE_DARKMAN4 = 10811;\nconst int DYE_GRAVITYMANFLIP = 10814;\nconst int DYE_CHARGEMANHOT = 10815;\n\nconst int DYE_BLIZZARDMAN = 10820;\nconst int DYE_CENTAURMAN = 10821;\nconst int DYE_FLAMEMAN = 10822;\nconst int DYE_KNIGHTMAN = 10823;\nconst int DYE_PLANTMAN = 10824;\nconst int DYE_TOMAHAWKMAN = 10825;\nconst int DYE_WINDMAN = 10826;\nconst int DYE_YAMATOMAN = 10827;\n\nconst int DYE_FREEZEMAN = 10840;\nconst int DYE_JUNKMAN = 10841;\nconst int DYE_BURSTMAN = 10842;\nconst int DYE_CLOUDMAN = 10843;\nconst int DYE_SPRINGMAN = 10844;\nconst int DYE_SLASHMAN = 10845;\nconst int DYE_SHADEMAN = 10846;\nconst int DYE_TURBOMAN = 10847;\n\nconst int DYE_CLOUDCHARGE1 = 10850;\nconst int DYE_CLOUDCHARGE2 = 10851;\nconst int DYE_CLOUDCHARGE3 = 10852;\nconst int DYE_SHADECHARGE1 = 10853;\nconst int DYE_SHADECHARGE2 = 10854;\n\nconst int DYE_TENGUMAN = 10860;\nconst int DYE_ASTROMAN = 10861;\nconst int DYE_SWORDMAN = 10862;\nconst int DYE_CLOWNMAN = 10863;\nconst int DYE_SEARCHMAN = 10864;\nconst int DYE_FROSTMAN = 10865;\nconst int DYE_GRENADEMAN = 10866;\nconst int DYE_AQUAMAN = 10867;\nconst int DYE_ORIGINDUO = 10868;\nconst int DYE_EVILROBOT = 10869;\n\nconst int DYE_ODUO_CHARGE1 = 10870;\nconst int DYE_ODUO_CHARGE2 = 10871;\nconst int DYE_ODUO_CHARGE3 = 10872;\nconst int DYE_TRIO_CHARGE1 = 10873;\nconst int DYE_TRIO_CHARGE2 = 10874;\nconst int DYE_TRIO_CHARGE3 = 10875;\n\nconst int DYE_CONCRETEMAN = 10880;\nconst int DYE_TORNADOMAN = 10881;\nconst int DYE_SPLASHWOMAN = 10882;\nconst int DYE_PLUGMAN = 10883;\nconst int DYE_JEWELMAN = 10884;\nconst int DYE_HORNETMAN = 10885;\nconst int DYE_MAGMAMAN = 10886;\nconst int DYE_GALAXYMAN = 10887;\nconst int DYE_FAKEMAN = 10888;\nconst int DYE_GALAXYMAN1 = 10890;\nconst int DYE_GALAXYMAN2 = 10891;\nconst int DYE_GALAXYMAN3 = 10892;\nconst int DYE_GALAXYMAN4 = 10893;\nconst int DYE_GALAXYMAN5 = 10894;\nconst int DYE_GALAXYMAN6 = 10895;\nconst int DYE_GALAXYMAN7 = 10896;\n\nconst int DYE_CONCRETEMAN_CHARGE = 10897;\n\nconst int DYE_BLADEMAN = 10900;\nconst int DYE_PUMPMAN = 10901;\nconst int DYE_COMMANDOMAN = 10902;\nconst int DYE_CHILLMAN = 10903;\nconst int DYE_SHEEPMAN = 10904;\nconst int DYE_STRIKEMAN = 10905;\nconst int DYE_NITROMAN = 10906;\nconst int DYE_SOLARMAN = 10907;\n\nconst int DYE_DYNAMOMAN = 10922;\nconst int DYE_COLDMAN = 10923;\nconst int DYE_GROUNDMAN = 10924;\nconst int DYE_PIRATEMAN = 10925;\nconst int DYE_BURNERMAN = 10926;\nconst int DYE_MAGICMAN = 10927;\nconst int DYE_KINGMAN = 10928;\n\nconst int DYE_BUSTERRODG = 10940;\nconst int DYE_MEGAWATERS = 10941;\nconst int DYE_HYPERSTORMH = 10942;\nconst int DYE_ENKER = 10943;\nconst int DYE_PUNK = 10944;\nconst int DYE_BALLADE = 10945;\nconst int DYE_QUINT = 10946;\nconst int DYE_RATHOR = 10947;\n\nconst int DYE_TERRA = 10960;\nconst int DYE_MERCURY = 10961;\nconst int DYE_VENUS = 10962;\nconst int DYE_MARS = 10963;\nconst int DYE_JUPITER = 10964;\nconst int DYE_SATURN = 10965;\nconst int DYE_URANUS = 10966;\nconst int DYE_PLUTO = 10967;\nconst int DYE_NEPTUNE = 10968;\nconst int DYE_SUNSTAR = 10969;\n\nconst int DYE_ROLLSWEEP = 11703;\nconst int DYE_RISINGFIST = 11707;\nconst int DYE_WAVEBUSTER = 11748;\nconst int DYE_FRAGBOMBER = 11710;\nconst int DYE_BOOBEAMBARRIER = 11755;\nconst int DYE_DOCSCANNER = 11768;\nconst int DYE_PLANTTRAPPER = 11824;\nconst int DYE_FAKEREPEATER = 11888;\nconst int DYE_BUSTERRODPOLE = 11940;\nconst int DYE_MEGAWATERBARRIER = 11941;\nconst int DYE_HYPERSTORMBLASTER = 11942;"
      },
      {
        "source": "pk3",
        "name": "actors/General_C/GeneralThings_C.txt",
        "contents": "//Useful Team Translations\n//199/195 = 198 || 202/204 = 192\n//actor Blue : Thing{translation \"192:192=205:205\", \"198:198=74:74\", \"250:250=196:196\",\"249:249=199:199\"}\n//actor Red : Thing{translation \"192:192=171:171\", \"198:198=41:41\", \"250:250=170:170\",\"249:249=43:43\"}\n//actor Orange : Thing{translation \"192:192=104:104\", \"198:198=128:128\", \"250:250=138:138\",\"249:249=131:131\"}\n//actor Purple : Thing{translation \"192:192=229:229\", \"198:198=232:232\", \"250:250=214:214\",\"249:249=223:223\"}\n\nconst int WEPANGLE_NUM = 0;\nconst int WEPPITCH_NUM = 1;\nconst int WEPANGLE2_NUM = 2;\n\n//ACS 803 items\nconst int TORSOSPEED = 0;\nconst int GIGAAMMO = 1;\n\nactor OnceC : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsInGame : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\n\nactor IsInvunFlag : OnceC{}\nactor GuardUpFlag : OnceC{}\nactor GuardDownFlag : OnceC{}\n\n//actor JumpCanclerDisable : OnceC{}\n\nactor LastHealthFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 30000\n}\n\nactor CanCopyWeapons : OnceC{}\nactor CanUseItems : OnceC{}\nactor NoAmmoPickup : OnceC{}\n\nactor CanSnatch_F : OnceC{}\nactor IsAPirate : OnceC{}\nactor IsTheLaw : OnceC{}\nactor IsACommie : OnceC{}\nactor PirateTreasureStack : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\n}\n\nactor ProjectilePortDead : OnceC{}\nactor ProjectilePorting : Powerup\n{\nPowerup.Duration 3//2\n}\n\nactor PressButton_Main_F : Inventory {}\nactor PressButton_Alt_F : Inventory {}\nactor PressButton_Jump_F : Inventory {}\n\nactor VivifyFlag1 : OnceC {}\nactor VivifyFlag2 : OnceC {}\nactor VivifyFlag3 : OnceC {}\n//Used mainly for animating Class sprites for online\nactor VivifyDelay3 : Powerup\n{\nPowerup.Duration 3\n}\nactor VivifyDelay4 : Powerup{Powerup.Duration 4}\nactor VivifyDelay5 : Powerup{Powerup.Duration 5}\nactor VivifyDelay6 : Powerup{Powerup.Duration 6}\nactor VivifyDelay7 : Powerup{Powerup.Duration 7}\nactor VivifyDelay8 : Powerup{Powerup.Duration 8}\nactor VivifyDelay9 : Powerup{Powerup.Duration 9}\nactor VivifyDelay10 : Powerup{Powerup.Duration 10}\n\nactor PowerMomZVerify : Powerup\n{\nPowerup.Duration 2\n}\n\nactor HelperIsActiveFlag1 : OnceC{}//Track if a spawned actor is still active\nactor HelperIsActiveFlag2 : OnceC{}\nactor HelperIsActiveFlag3 : OnceC{}\nactor HelperIsActiveFlag4 : OnceC{}\nactor HelperIsActiveFlag5 : OnceC{}\nactor HelperIsActiveFlag6 : OnceC{}\n\nactor PowerStaminaFlagDeplete : Powerup\n{\nPowerup.Duration 4\n}\n\nactor ForceStaminaFlag : OnceC{}//Force Stamina to show up always\nactor StaminaFlag : Ammo\n{\ninventory.amount 1\ninventory.maxamount 500\n+INVENTORY.IGNORESKILL\n+INVENTORY.UNDROPPABLE\n}\n\nactor DynamicArmorDosage_F : Inventory\n{\ninventory.amount 1\ninventory.maxamount 30000\n}\nactor SetDynamicArmorDosage_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"DynamicArmorDosage_F\",CallACS(\"cbm_Fetch_GetArmorInfo\",1))\nstop\n}\n}\n\nactor InvulnerableOn_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsInvunFlag\",1)\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nstop\n}\n}\nactor InvulnerableOff_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsInvunFlag\",9)\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nstop\n}\n}\n\nactor UnhittableOn_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsInvunFlag\",1)\nTNT1 A 0 A_GiveInventory(\"UnhittableProtect\",1)\nTNT1 A 0 A_ChangeFlag(\"NONSHOOTABLE\",1)\nTNT1 A 0 A_ChangeFlag(\"NORADIUSDMG\",1)\nstop\n}\n}\nactor UnhittableOff_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsInvunFlag\",9)\nTNT1 A 0 A_TakeInventory(\"UnhittableProtect\",9)\nTNT1 A 0 A_ChangeFlag(\"NONSHOOTABLE\",0)\nTNT1 A 0 A_ChangeFlag(\"NORADIUSDMG\",0)\nstop\n}\n}\nactor UnhittableProtect : PowerProtection\n{\nPowerup.Duration -60\n//damagefactor \"InsertRailGunHere\", 0.0\n}\n\nactor ZangiefAngle : Inventory\n{\ninventory.amount 1\ninventory.maxamount 255\n}\n\nactor IsPerformingSuplex : OnceC{}\n\nactor SuplexID : Inventory //ID of the player grabbed\n{\ninventory.amount 1\ninventory.maxamount 64\n}\n\n//actor ZangiefSuplexProtect : OnceC {}\n\nactor WeaponCharge_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"WeaponCharge\",1)\nstop\nPickupR:\nTNT1 A 0 A_GiveInventory(\"WeaponCharge\",2)\nstop\n}\n}\n\nactor LoadOutCheckLMS_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"CBM_LoadoutLMSCheck\")==1,\"LMS\")\nstop\nLMS:\nTNT1 A 0 A_GiveInventory(\"LoadOutGiver_P\",1)\nstop\n}\n}\n\nactor LoadOutGiver_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_LoadoutSetup\",0)\nstop\n}\n}\n\nactor ScrewBoltPickup : CustomInventory\n{\ninventory.pickupmessage \"Picked up a Small Screw!\"\nscale 2.5\nReactionTime 34\nStates\n{\nSpawn:\nX_0G A 0\nX_0G A 0 A_Jump(256,\"Spawn1\",\"Spawn2\")\nSpawn1:\nX_0G B 0 A_Jump(256,1,2,3,4,5,6,7,8)\nX_0G BCDEFGHI 3\nX_0G B 0 A_CountDown\ngoto Spawn1+1\nSpawn2:\nX_0G I 0 A_Jump(256,1,2,3,4,5,6,7,8)\nX_0G IHGFEDCB 3\nX_0G I 0 A_CountDown\ngoto Spawn2+1\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"SparkShockBoss\",1,\"Spark\")\nTNT1 A 0 A_JumpIfInventory(\"PlantBarrierBoss\",1,\"Plant\")\nTNT1 A 0 A_JumpIfInventory(\"RollFlag\",1,\"Roll\")\nTNT1 A 0 A_JumpIfInventory(\"LightningBoltBoss\",1,\"Dynamo\")\nTNT1 A 0 A_JumpIfInventory(\"IsAuto\",1,\"Auto\")\nTNT1 A 0 A_JumpIfInventory(\"LaserTridentBoss\",1,\"Splash\")\nTNT1 A 0 A_JumpIfInventory(\"CanSnatch_F\",1,\"TheSnatch\")\nTNT1 A 0\nfail\nPickup2:\nTNT1 A 0\nTNT1 A 0\nstop\nSpark:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"SparkHealAmmo\",7)\nstop\nPlant:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"PlantmanHealAmmo\",7)\nstop\nRoll:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"RollHealAmmo\",7)\nstop\nDynamo:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"DynamoHealAmmo\",5)\nstop\nSplash:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"CrabHealingAmmo\",7)\nstop\nAuto:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"AutoNutsAmmo\",1)\nstop\nTheSnatch:\nTNT1 A 0 A_GiveInventory(\"SnatchItems_P1B\",1)\nstop\nNo:\nTNT1 A 0\nfail\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor ScrewBoltBigPickup : ScrewBoltPickup\n{\ninventory.pickupmessage \"Picked up a Big Screw!\"\nReactionTime 42\nStates\n{\nSpawn:\nX_0G S 0\nX_0G S 0 A_Jump(256,\"Spawn1\",\"Spawn2\")\nSpawn1:\nX_0G K 0 A_Jump(256,1,2,3,4,5,6,7,8)\nX_0G KLMNOPQR 3\nX_0G K 0 A_CountDown\ngoto Spawn1+1\nSpawn2:\nX_0G R 0 A_Jump(256,1,2,3,4,5,6,7,8)\nX_0G RQPONMLK 3\nX_0G R 0 A_CountDown\ngoto Spawn2+1\nSpark:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"SparkHealAmmo\",14)\nstop\nPlant:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"PlantmanHealAmmo\",14)\nstop\nRoll:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"RollHealAmmo\",14)\nstop\nDynamo:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"DynamoHealAmmo\",10)\nstop\nSplash:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"CrabHealingAmmo\",14)\nstop\nAuto:\nTNT1 A 0 A_PlaySound(\"item/JunkPick\",3,1.0)\nTNT1 A 0 A_GiveInventory(\"AutoNutsAmmo\",2)\nstop\nTheSnatch:\nTNT1 A 0 A_GiveInventory(\"SnatchItems_P2A\",1)\nstop\n}\n}\n\nactor ScrapMetalFlag : OnceC{}\n\nactor ScrapMetalBase : CustomInventory\n{\ninventory.pickupmessage \"Picked up some scrap metal.\"\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"ScrapMetalFlag\",1)\nTNT1 A 0 ACS_ExecuteAlways(148,0)\nTNT1 A 1 A_Jump(256,\"Spawn2\")\nTNT1 A 1\ngoto Spawn+3\nSpawn2:\nEBAL ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 6//480\nstop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"CanSnatch_F\",1,\"TheSnatch\")\nTNT1 A 0 A_JumpIfInventory(\"DustCrusherBoss\",1,2)\nTNT1 A 0 A_JumpIfInventory(\"JunkShieldBoss\",1,3)\nfail\nTNT1 A 0 A_GiveInventory(\"CrushEmAmmo\",24)\nTNT1 A 0 A_Jump(256,2)\nTNT1 A 0 A_GiveInventory(\"TrunkAmmo\",35)\nTNT1 A 0 A_PlaySoundEx(\"item/JunkPick\",\"Item\")\nTNT1 A 0\nstop\nTheSnatch:\nTNT1 A 0 A_GiveInventory(\"SnatchItems_P1\",1)\nstop\nVacuumed:\nTNT1 A 0 A_TakeInventory(\"ScrapMetalFlag\",1)\nstop\n}\n}\n\nactor SnatchItems_P1 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"PirateTreasureStack\",1)\ngoto PickupC\nPickupC:\nTNT1 A 0 A_JumpIfInventory(\"IsACommie\",1,\"TheMarx\")\nTNT1 A 0 A_JumpIfInventory(\"IsTheLaw\",1,\"TheLaw\")\nTNT1 A 0 A_JumpIfInventory(\"IsAPirate\",1,\"Pirate\")\nstop\nPirate:\nTNT1 A 0 A_Jump(128,2)\nTNT1 A 0 A_PlaySound(\"classes/Stolen3\",3,1.0)\nstop\nTNT1 A 0 A_PlaySound(\"classes/Stolen4\",3,1.0)\nstop\nTheLaw:\nTNT1 A 0 A_PlaySound(\"classes/CopSeize\",3,1.0)\nstop\nTheMarx:\nTNT1 A 0 A_PlaySound(\"classes/MercPick\",3,1.0)\nstop\n}\n}\nactor SnatchItems_P1A : SnatchItems_P1\n{\nStates\n{\nPirate:\nTNT1 A 0 A_Jump(96,2)\nTNT1 A 0 A_PlaySound(\"classes/Stolen4\",3,1.0)\nstop\nTNT1 A 0 A_PlaySound(\"classes/Stolen5\",3,1.0)\nstop\n}\n}\nactor SnatchItems_P1B : SnatchItems_P1\n{\nStates\n{\nPirate:\nTNT1 A 0 A_Jump(128,2)\nTNT1 A 0 A_PlaySound(\"classes/Stolen2\",3,1.0)\nstop\nTNT1 A 0 A_PlaySound(\"classes/Stolen3\",3,1.0)\nstop\n}\n}\nactor SnatchItems_P2 : SnatchItems_P1\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"PirateTreasureStack\",2)\ngoto PickupC\nPirate:\nTNT1 A 0 A_Jump(128,2)\nTNT1 A 0 A_PlaySound(\"classes/Stolen2\",3,1.0)\nstop\nTNT1 A 0 A_PlaySound(\"classes/Stolen3\",3,1.0)\nstop\n}\n}\nactor SnatchItems_P2A : SnatchItems_P2\n{\nStates\n{\nPirate:\nTNT1 A 0 A_Jump(98,2)\nTNT1 A 0 A_PlaySound(\"classes/Stolen1\",3,1.0)\nstop\nTNT1 A 0 A_PlaySound(\"classes/Stolen2\",3,1.0)\nstop\n}\n}\nactor SnatchItems_P3 : SnatchItems_P1\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"PirateTreasureStack\",3)\ngoto PickupC\nPirate:\nTNT1 A 0 A_Jump(128,2)\nTNT1 A 0 A_PlaySound(\"classes/Stolen1\",3,1.0)\nstop\nTNT1 A 0 A_PlaySound(\"classes/Stolen2\",3,1.0)\nstop\n}\n}\n\nactor JumpDammit : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor StopSnd_P0 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(0)\nstop\n}\n}\nactor StopSnd_P1 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(1)\nstop\n}\n}\nactor StopSnd_P2 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(2)\nstop\n}\n}\nactor StopSnd_P3 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(3)\nstop\n}\n}\nactor StopSnd_P4 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(4)\nstop\n}\n}\nactor StopSnd_P5 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(5)\nstop\n}\n}\nactor StopSnd_P6 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(6)\nstop\n}\n}\nactor StopSnd_P7 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_StopSound(7)\nstop\n}\n}\n\nactor TeamColor_CI : CustomInventory\n{\nstates\n{\nPickup:\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==-1,\"FireX\")\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==0,\"FireB\")\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==1,\"FireR\")\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==2,\"FireO\")\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==3,\"FireP\")\nTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\",1,\"FireB\")\nTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\",1,\"FireR\")\nTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\",1,\"FireO\")\nTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\",1,\"FireP\")\nTNT1 A 0 A_JumpIfInventory(\"IsInGame\",1,\"FireX\")\nTNT1 A 0\nDone:\nTNT1 A 0\nstop\n}\n}\n\nactor Nudge : CustomInventory\n{//Fixes the issue where teleporting and having no MomX and MomY\nstates//causes you to fall off ledges.\n{\nPickup:\n//TNT1 A 0 A_Stop\nTNT1 A 0 A_Jumpif(Momx == 0 && Momy == 0, \"Nudge\")\nstop\nNudge:\nTNT1 A 0 A_ChangeVelocity(0.0001,0,0,1)//Amazing! It works!\n//TNT1 A 0 A_Recoil(-1)\nstop\n}\n}\n\nactor ReSyncPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,0,0,1)\nTNT1 A 0 ThrustThing(angle*256/360,0,1,0)\nstop\n}\n}\n\nactor RepulsionC255 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 //A_Blast(int flags, int strength, int distance, float speed, string blasteffect, string blastsound)\nTNT1 A 0 A_Blast(0, 255, 255, 20, \"BasicHelper\", \"weapon/GameBoyFire\")\nstop\n}\n}\n\nactor CanTreadWater : OnceC{}\nactor IsTreadingWater : OnceC{}\nactor CanWallJump : OnceC{}\nactor CanAirJump : OnceC{}\n\nactor CanAirJumpLimit : Inventory\n{\ninventory.amount 1\ninventory.maxamount 99\n}\nactor CanAirJumpStack : CanAirJumpLimit{}\nactor CanWallJumpLimit : CanAirJumpLimit{}\nactor CanWallJumpStack : CanAirJumpLimit{}\n\nactor AirJumpBoost_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"CanAirJumpLimit\",1,\"Jump\")\nstop\nNo:\nTNT1 A 0\nstop\nJump:\nTNT1 A 0 A_TakeInventory(\"CanAirJumpLimit\",1)\nTNT1 A 0 //A_ChangeVelocity(momx,momy,10.0,2)\nTNT1 A 0 ACS_NamedExecuteWithResult(\"CBM_AirJumpZ_Thrust\")\nTNT1 A 0 A_GiveInventory(\"JumpCancler\",1)\nstop\n}\n}\n\nactor GiveIsTreadingWater_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsTreadingWater\",1)\nTNT1 A 0 A_JumpIfInventory(\"IsUnderWater\",1,\"Swim\")\nTNT1 A 0 A_JumpIfInventory(\"IsUnderBubbleWater\",1,\"Swim\")\nstop\nSwim:\nTNT1 A 0 ThrustThingZ(0,0,4,0)\nstop\n}\n}\n\nactor PowerWallJumpSpeed : PowerSpeed\n{\npowerup.duration 7\nSpeed 2.05\n+POWERSPEED.NOTRAIL\n}\n\nactor WallJumpingCheck_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"WallN\",1,\"JumpC\")\nTNT1 A 0 A_JumpIfInventory(\"WallE\",1,\"JumpC\")\nTNT1 A 0 A_JumpIfInventory(\"WallS\",1,\"JumpC\")\nTNT1 A 0 A_JumpIfInventory(\"WallW\",1,\"JumpC\")\nstop\nNo:\nTNT1 A 0\nstop\nJumpC:\nTNT1 A 0 A_JumpIfInventory(\"CanWallJumpLimit\",1,\"Jump\")\nstop\nJump:\nTNT1 A 0 A_GiveInventory(\"PowerWallJumpSpeed\",1)\nTNT1 A 0 //A_GiveInventory(\"JumpCancler\",1)\nTNT1 A 0 A_TakeInventory(\"CanWallJumpLimit\",1)\nTNT1 A 0 A_JumpIfInventory(\"QuickManTrail\",1,\"JumpQuick\")\nTNT1 A 0 A_JumpIfInventory(\"ChillParkour\",1,\"JumpChill\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_WallJumpThruster\",0,10)\nstop\nJumpQuick:\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_WallJumpThruster\",0,20)\nstop\nJumpChill:\nTNT1 A 0 A_GiveInventory(\"ChillParkourJump_P\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"CBM_WallJumpThruster\",0,25,3)//12\nstop\n}\n}\n\nactor WallJumping_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"WallCheckN\",23,0,8,momx,momy,0,0,8,0)//momz\nTNT1 A 0 A_SpawnItemEx(\"WallCheckS\",-23,0,8,momx,momy,0,0,8,0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckE\",0,23,8,momx,momy,0,0,8,0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckW\",0,-23,8,momx,momy,0,0,8,0)\nTNT1 A 0 A_SpawnItemEx(\"WallJumping_H\")\nstop\n}\n}\n\nactor WallJumping_H : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"WallJumpingCheck_P\")\nTNT1 A 1\nstop\n}\n}\n\nactor WallN : OnceC{}\nactor WallS : WallN{}\nactor WallE : WallN{}\nactor WallW : WallN{}\n\nactor WallCheckN\n{\nPROJECTILE\n//+RIPPER\n//+THRUACTORS\n+THRUGHOST\n+PAINLESS\n+NOTARGETSWITCH\n+DONTBLAST\n+DONTREFLECT\n+DONTSPLASH\ndamage (0)\nHeight 10\nRadius 10\nSpeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallN\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallN\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckS : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallS\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallS\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckE : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallE\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallE\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckW : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallW\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallW\",1)\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/Bombman.txt",
        "contents": "actor Bombman : ClassBase\n{\nPlayer.ScoreIcon \"C_01D0X\"\nplayer.displayname \"Bombman\"\nplayer.soundclass \"bombmanc\"\nplayer.startitem \"HyperBombBoss\"\nPlayer.StartItem \"GigaAmmo\", 106\nplayer.maxhealth 1250\nhealth 1250\nplayer.forwardmove 0.65, 0.65\nplayer.sidemove 0.63, 0.63\nplayer.jumpz 13\n//player.startitem \"RealClassFlag\", 14\n\nplayer.startitem \"RollingCutterWeakness2\", 1\n\nplayer.startitem \"RollingCutterWeakness\", 1\nplayer.startitem \"MetalBladeWeakness\", 1\nplayer.startitem \"ShadowBladeWeakness\", 1\nplayer.startitem \"GyroAttackWeakness\", 1\nplayer.startitem \"SilverTomahawkWeakness\", 1\nplayer.startitem \"TenguBladeWeakness\", 1\n//player.startitem \"WheelCutterWeakness\", 1\nplayer.startitem \"ScrewCrusherWeakness\", 1\n\n/*player.startitem \"FireStormWeakness2\", 1\n\nplayer.startitem \"FireStormWeakness\", 1\nplayer.startitem \"AtomicFireWeakness\", 1\nplayer.startitem \"PharaohShotWeakness\", 1\nplayer.startitem \"FlameBlastWeakness\", 1\nplayer.startitem \"FlameSwordWeakness\", 1*/\nStates\n{\nSpawn:\nBOMM A 0\nBOMM A 0 A_JumpIfInventory(\"SuperArmTemp\",1,3)\nBOMM B 1\nBOMM A -1\nBOMM R 1\nBOMM F 1 A_JumpIfInventory(\"VivifyDelay8\",1,\"MissileToss2\")\nwait\nSee:\nBOMM B 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"SeeSomeBombs\")\nBOMM BCDE 5\nGoto Spawn\nSeeSomeBombs:\nBOMM RRRRRSSSSSTTTTTSSSSS 1 A_JumpIfInventory(\"VivifyDelay8\",1,\"MissileToss\")\nGoto Spawn+4\nMissile:\nBOMM F 0 A_JumpIfInventory(\"VivifyDelay8\",1,\"MissileToss\")\nBOMM F 0 A_JumpIfInventory(\"VivifyDelay5\",1,\"MissilePick\")\nBOMM FG 5\ngoto Spawn\nMissileToss:\nBOMM G 6\ngoto Spawn\nMissileToss2:\nBOMM G 6\ngoto Spawn+3\nMissilePick:\nBOMM GF 4\ngoto Spawn+4\n\nClassPain:\nBOMM H 0\ngoto PainContinue\nDeathFix:\nBOMM H 0\ngoto DeathContinue\nClassDeath:\nBOMM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/Cutman.txt",
        "contents": "actor Cutman : ClassBase\n{\nPlayer.ScoreIcon \"C_01A0X\"\nplayer.displayname \"Cutman\"\nplayer.soundclass \"cutmanc\"\n\nplayer.maxhealth 850\nhealth 850\nplayer.jumpz 12.5\nplayer.forwardmove 1.0, 1.0\nplayer.sidemove 0.98, 0.98\n\nplayer.startitem \"RollingCutterBoss\"\nplayer.startitem \"CanWallJump\"\nplayer.startitem \"CanWallJumpStack\", 99\nplayer.startitem \"CutterReturned\"\n\nplayer.startitem \"SuperArmWeakness2\", 1\n\nplayer.startitem \"SuperArmWeakness\", 1\nplayer.startitem \"LeafShieldWeakness\", 1\nplayer.startitem \"HardKnuckleWeakness\", 1\nplayer.startitem \"SkullBarrierWeakness\", 1\nplayer.startitem \"PowerStoneWeakness\", 1\nplayer.startitem \"KnightCrushWeakness\", 1\nplayer.startitem \"WildCoilWeakness\", 1\nplayer.startitem \"AstroCrushWeakness\", 1\nplayer.startitem \"SpreadDrillWeakness\", 1\nplayer.startitem \"JewelSatelliteWeakness\", 1\nplayer.startitem \"TripleBladeWeakness\", 1\nplayer.startitem \"DeepDiggerWeakness\", 1\n\nStates\n{\nSpawn:\nCUTM A 0\nCUTM A 0 A_JumpIfInventory(\"CutterReturned\",1,7)\nCUTM A 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,3)\nCUTM R 1\nCUTM Q 10\nCUTM QV 4\nCUTM Q -1 A_JumpIfInventory(\"CutmanNoCutterF\",1,\"Spawn\")\nCUTM B 1\nCUTM A 300\nCUTM AJ 4\ngoto Spawn+10\n\nSee:\nCUTM B 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,\"SeeC\")\nCUTM BCDE 5\nGoto Spawn+8\nSeeC:\nCUTM RSTS 5\nGoto Spawn+3\n\nMelee:\nCUTM GF 6\ngoto Spawn+8\n\nMissile:\nCUTM F 4\nCUTM FF 1 A_JumpIfInventory(\"CutmanNoCutterF\",1,\"Missile2\")\nCUTM G 6\ngoto Spawn+8\nMissile2:\nCUTM G 7\ngoto Spawn+3\nClassPain:\nCUTM H 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,1)\ngoto PainContinue\nCUTM U 0\ngoto PainContinue\nClassDeath:\nCUTM H 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,1)\ngoto DeathContinue\nCUTM U 0\ngoto DeathContinue\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/Fireman.txt",
        "contents": "actor Fireman : ClassBase\n{\nPlayer.ScoreIcon \"C_01E0X\"\nplayer.displayname \"fireman\"\nplayer.soundclass \"firemanc\"\nplayer.startitem \"FireStormBoss\"\nplayer.startitem \"FireStormerBoss\"\nplayer.startitem \"BurningJusticeAmmo\", 24\nplayer.weaponslot 1, \"FireStormBoss\"\nplayer.weaponslot 2, \"FireStormerBoss\"\n\nplayer.startitem \"IceSlasherWeakness2\", 1\n\nplayer.startitem \"IceSlasherWeakness\", 1\nplayer.startitem \"BlizzardAttackWeakness\", 1\nplayer.startitem \"FreezeCrackerWeakness\", 1\nplayer.startitem \"IceWaveWeakness\", 1\nplayer.startitem \"IceWallWeakness\", 1\nplayer.startitem \"ChillSpikeWeakness\", 1\n\nplayer.maxhealth 1000\nhealth 1000\nplayer.jumpz 10\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\n\nStates\n{\nSpawn:\nFIRM A 0\nFIRM B 1\nFIRM A 1\nFIRM A random(110,220)\nFIRM RS 5\nGoto Spawn+4\nSee:\nFIRM BCDE 5\nGoto Spawn\nMissile:\nFIRM F 5\nFIRM G 4\ngoto Spawn\nClassPain:\nFIRM H 0\ngoto PainContinue\nDeathFix:\nFIRM H 0\ngoto DeathContinue\nClassDeath:\nFIRM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/FireStormBoss.txt",
        "contents": "actor FireStormBoss : BaseMM8BDMWep_CBM\n{\ntag \"Fireman Ring\"\ndropitem \"FireStormWepCDropped\"\nWeapon.AmmoUse1 0\nWeapon.AmmoGive 56\nObituary \"$OB_FIRESTORM\"\nInventory.Pickupmessage \"Power up! Fire Storm!\"\nweapon.ammotype \"BurningJusticeAmmo\"\ninventory.icon \"F1REICON\"\nStates\n{\nSpawn:\nC_01 E 1\nloop\nReady:\nFIRB A 0 ACS_ExecuteAlways(998,0,DYE_FIREMAN)\ngoto Ready1\nReady1:\nFIRB A 0 A_JumpIfInventory(\"BurningJusticeAmmo\",56,\"Ready2\")\nFIRB A 8 A_WeaponReady(WRF_NOSECONDARY)\nFIRB A 0 A_GiveInventory(\"BurningJusticeAmmo\",2)\nloop\nReady2:\nFIRB AAAAAAAA 1 A_WeaponReady\nFIRB A 0 A_GiveInventory(\"BurningJusticeAmmo\",2)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFIRB A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFIRB A 1 A_Raise\nLoop\nFire:\nFIRB A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"FireR\")\nFIRB A 0 A_PlaySoundEx(\"weapon/firemanshot2\",\"Weapon\")\nFIRB A 0 A_GiveInventory(\"FiremanMain_CI\",1)\nFIRB A 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nFIRB B 1\nFIRB B 1 A_GunFlash //OffSet(-7,23)\nFIRB B 1 OffSet(-14,17)\nFIRB B 2 OffSet(-17,15)\nFIRB A 1\nFIRB A 1 OffSet(-12,20)\nFIRB A 0 A_GiveInventory(\"BurningJusticeAmmo\",1)\nFIRB A 1 //OffSet(-9,23)\nFIRB A 1 OffSet(-6,26)\nFIRB A 1 OffSet(-3,29)//16\nFIRB A 6 A_WeaponReady(14)\nFIRB B 0 A_GiveInventory(\"BurningJusticeAmmo\",1)//OffSet(-3,29)\nGoto Ready1\nFireR:\nFIRB A 0 A_PlaySoundEx(\"weapon/firemanshot2\",\"Weapon\")\nFIRB A 0 A_GiveInventory(\"FiremanMain_CI\",1)\nFIRB A 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nFIRB B 1\nFIRB B 2 A_GunFlash //OffSet(-7,23)\nFIRB B 2 OffSet(-14,17)\nFIRB A 2 OffSet(-17,15)\nFIRB B 0 A_GiveInventory(\"BurningJusticeAmmo\",2)//OffSet(-3,29)\nFIRB A 2 //OffSet(-15,17)\nFIRB A 2 //OffSet(-9,23)\nFIRB A 2 OffSet(-6,26)\nFIRB A 1 OffSet(-3,29)//16\nFIRB B 0 A_GiveInventory(\"BurningJusticeAmmo\",2)\nGoto Ready1\nAltfire:\nFIRB C 2 offset(2,32)A_GiveInventory(\"FiremanAlt_CI\",1)\nFIRB C 2 offset(-12,38)\nFIRB D 2 offset(2,16)\nFIRB F 2 offset(2,40)\nFIRB G 4 offset(20,24)\nFIRB H 4 offset(20,24)\nFIRB E 2 offset(22,36)\nFIRB E 2 offset(16,56)\nFIRB E 2 offset(8,76)\nFIRB A 2 offset(8,22)\nFIRB A 2 A_WeaponReady(14)\nGoto Ready1\n\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,0,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,315,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,270,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,225,9,0)\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,180,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,135,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,90,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,45,9,0)\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,0,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,315,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,270,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,225,9,0)\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,180,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,135,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,90,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,45,9,0)\nstop\n\nBotFire:\nFIRB A 0 A_JumpIfInventory(\"BurningJusticeAmmo\",56,\"Altfire\")\nFIRB A 0 A_GiveInventory(\"BotHugFlag\",1)\nFIRB B 1 OffSet(-3,29)A_GiveInventory(\"BurningJusticeAmmo\",random(2,4))\nFIRB B 2 OffSet(-7,23)A_GunFlash\nFIRB B 2 OffSet(-14,17)\nFIRB A 2 OffSet(-17,15)\nFIRB A 2 OffSet(-15,17)\nFIRB A 2 OffSet(-12,20)\nFIRB A 2 OffSet(-9,23)\nFIRB A 2 OffSet(-6,26)\nFIRB A 1 OffSet(-3,29)\nFIRB A 0 A_TakeInventory(\"BotHugFlag\",999)\nGoto Ready1\n}\n}\n\nactor FireStormerBoss : BaseMM8BDMWep_CBM\n{\ntag \"Fireman Wave\"\ndropitem \"FireStormWepCDropped\"\nWeapon.AmmoUse1 0\nWeapon.AmmoGive 56\nObituary \"$OB_FIRESTORM\"\nInventory.Pickupmessage \"Power up! Fire Storm!\"\nweapon.ammotype \"BurningJusticeAmmo\"\ninventory.icon \"FI2EICON\"\nStates\n{\nSpawn:\nC_01 E 1\nloop\nReady:\nFIRB A 0 ACS_ExecuteAlways(998,0,DYE_FIREMAN)\ngoto Ready1\nReady1:\nFIRB A 0 A_JumpIfInventory(\"BurningJusticeAmmo\",56,\"Ready2\")\nFIRB A 8 A_WeaponReady(WRF_NOSECONDARY)\nFIRB A 0 A_GiveInventory(\"BurningJusticeAmmo\",2)\nloop\nReady2:\nFIRB AAAAAAAA 1 A_WeaponReady\nFIRB A 0 A_GiveInventory(\"BurningJusticeAmmo\",2)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFIRB A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFIRB A 1 A_Raise\nLoop\nFire:\nFIRB A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"FireR\")\nFIRB A 0 A_PlaySoundEx(\"weapon/firemanshot2\",\"Weapon\")\nFIRB A 0 A_GiveInventory(\"FiremanMain_CI\",1)\nFIRB A 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nFIRB B 1\nFIRB B 1 A_GunFlash //OffSet(-7,23)\nFIRB B 1 OffSet(-14,17)\nFIRB B 2 OffSet(-17,15)\nFIRB A 1\nFIRB A 1 OffSet(-12,20)\nFIRB A 0 A_GiveInventory(\"BurningJusticeAmmo\",1)\nFIRB A 1 //OffSet(-9,23)\nFIRB A 1 OffSet(-6,26)\nFIRB A 1 OffSet(-3,29)//16\nFIRB A 6 A_WeaponReady(14)\nFIRB B 0 A_GiveInventory(\"BurningJusticeAmmo\",1)//OffSet(-3,29)\nGoto Ready1\nFireR:\nFIRB A 0 A_PlaySoundEx(\"weapon/firemanshot2\",\"Weapon\")\nFIRB A 0 A_GiveInventory(\"FiremanMain_CI\",1)\nFIRB A 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nFIRB B 1\nFIRB B 2 A_GunFlash //OffSet(-7,23)\nFIRB B 2 OffSet(-14,17)\nFIRB A 2 OffSet(-17,15)\nFIRB B 0 A_GiveInventory(\"BurningJusticeAmmo\",2)//OffSet(-3,29)\nFIRB A 2 //OffSet(-15,17)\nFIRB A 2 //OffSet(-9,23)\nFIRB A 2 OffSet(-6,26)\nFIRB A 1 OffSet(-3,29)//16\nFIRB B 0 A_GiveInventory(\"BurningJusticeAmmo\",2)\nGoto Ready1\nAltfire:\nFIRB C 2 offset(2,32)A_GiveInventory(\"FiremanAlt2_CI\",1)\nFIRB C 2 offset(-12,38)\nFIRB D 2 offset(2,16)\nFIRB F 2 offset(2,40)\nFIRB G 4 offset(20,24)\nFIRB H 4 offset(20,24)\nFIRB E 2 offset(22,36)\nFIRB E 2 offset(16,56)\nFIRB E 2 offset(8,76)\nFIRB A 2 offset(8,22)\nFIRB A 2 A_WeaponReady(14)\nGoto Ready1\n\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,0,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,315,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,270,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,225,9,0)\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,180,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,135,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,90,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,45,9,0)\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,0,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,315,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,270,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,225,9,0)\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShield\",0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,180,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,135,9,0)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,90,9,0)\nTNT1 A 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 1 A_SpawnItemEx(\"FiremanStormShieldFX\",64,0,34,momx,momy,momz,45,9,0)\nstop\n\nBotFire:\nFIRB A 0 A_JumpIfInventory(\"BurningJusticeAmmo\",56,\"Altfire\")\nFIRB A 0 A_GiveInventory(\"BotHugFlag\",1)\nFIRB B 1 OffSet(-3,29)A_GiveInventory(\"BurningJusticeAmmo\",random(2,4))\nFIRB B 2 OffSet(-7,23)A_GunFlash\nFIRB B 2 OffSet(-14,17)\nFIRB A 2 OffSet(-17,15)\nFIRB A 2 OffSet(-15,17)\nFIRB A 2 OffSet(-12,20)\nFIRB A 2 OffSet(-9,23)\nFIRB A 2 OffSet(-6,26)\nFIRB A 1 OffSet(-3,29)\nFIRB A 0 A_TakeInventory(\"BotHugFlag\",999)\nGoto Ready1\n}\n}\n\nactor BurningJusticeAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 56\n+INVENTORY.IGNORESKILL\n}\n\nactor FiremanStormShot\n{\nvar int user_P;\ntranslation \"202:202=248:248\", \"199:199=41:41\",\"192:192=248:248\", \"198:198=41:41\"\nPROJECTILE\ndamagetype \"FireM_Storm\"\nObituary \"$OB_FIRESTORM\"\nAlpha 0.4\n+BRIGHT\ndamage (100+user_P)\nRadius 12\nHeight 20\nspeed 40\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 1\nFWVE M 2 A_FadeIn(0.1)\nFWVE M 0 A_SetUserVar(\"user_P\",30)\nFWVE NOMNO 2 A_FadeIn(0.1)\nSpawn2:\nFWVE MNO 2\nloop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShotBit\",0,0,0,0,0,0,0,1)\nFIRT AAAAAAAAAAA 0 A_SpawnItemEx(\"FireStormDFX\", 0, random(-32, 32), random(-32, 32), 0, 0, random(2, 3),0,1)\nTNT1 A 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}\n\nactor FiremanStormShotB : FiremanStormShot{translation \"202:202=205:205\", \"199:199=74:74\",\"198:198=205:205\", \"192:192=74:74\"}\nactor FiremanStormShotR : FiremanStormShot{translation \"202:202=171:171\", \"199:199=41:41\",\"198:198=171:171\", \"192:192=41:41\"}\nactor FiremanStormShotO : FiremanStormShot{translation \"202:202=104:104\", \"199:199=128:128\",\"198:198=104:104\", \"192:192=128:128\"}\nactor FiremanStormShotP : FiremanStormShot{translation \"202:202=229:229\", \"199:199=232:232\",\"198:198=229:229\", \"192:192=232:232\"}\n\nactor FireStormDFX\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+BRIGHT\n+DONTSPLASH\n+THRUACTORS\nRadius 2\nHeight 2\nSpeed 50\nScale 2.0\ndamage (0)\nStates\n{\nSpawn:\nX_8C A 0\nX_8C ABCD 1\nstop\n}\n}\n\nactor FiremanStormShotBit\n{\nPROJECTILE\nObituary \"$OB_FIRESTORMG\"\ndamagetype \"FireM_StormBit\"\n+DONTBLAST\n+DONTREFLECT\n+BRIGHT\n+FLOORHUGGER\n+THRUACTORS\nreactiontime 5\nDamage (0)\nRadius 12\nHeight 6\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShotBitD\")\nFWVE PQP 3\nFWVE Q 0 A_SpawnItemEx(\"FiremanStormShotBitD\")\nFWVE QPQ 3\nFWVE P 0 A_SpawnItemEx(\"FiremanStormShotBitD\")\nFWVE PQP 3\nFWVE Q 0 A_SpawnItemEx(\"FiremanStormShotBitD\")\nFWVE QPQ 3\nFWVE P 0 A_SpawnItemEx(\"FiremanStormShotBitD\")\nFWVE PQ 3\n//FWVE BX 3 //Bass BX, bad memories\nstop\n}\n}\n\nactor FiremanStormShotBitD : FiremanStormShotBit\n{\n-THRUACTORS\n+RIPPER\nDamage (30)\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nstop\n}\n}\n\nactor FireManWaveStart\n{\ntranslation \"202:202=248:248\", \"199:199=41:41\"\nPROJECTILE\n//+BOUNCEONWALLS\n//+USEBOUNCESTATE\n-NOINTERACTION\n-NOCLIP\n//Bouncetype classic\n//Bouncecount 20\nspeed 90\nStates\n{\nSpawn:\nTNT1 A 2\ngoto Death\n//Bounce:\n//TNT1 A 0 A_Stop\n//goto Death\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveTime\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor FireManWaveStartB : FireManWaveStart{translation \"202:202=205:205\", \"199:199=74:74\"}\nactor FireManWaveStartR : FireManWaveStart{translation \"202:202=171:171\", \"199:199=41:41\"}\nactor FireManWaveStartO : FireManWaveStart{translation \"202:202=104:104\", \"199:199=128:128\"}\nactor FireManWaveStartP : FireManWaveStart{translation \"202:202=229:229\", \"199:199=232:232\"}\n\nactor FireManWaveTime\n{\nPROJECTILE\n+DONTBLAST\n+DONTREFLECT\n+THRUACTORS\n//Bouncetype classic\n//Bouncecount 20\n+FLOORHUGGER\n//+BOUNCEONWALLS\n//Wallbouncefactor 1.0\nDamage (0)\nRadius 20\nHeight 26\n//Speed 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/burnbabyburn\",\"Body\")\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,180,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,170,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,190,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,160,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,200,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,150,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,210,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,150,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,210,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,140,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,220,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,130,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,230,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,120,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,240,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,110,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,250,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,100,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,260,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,90,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,270,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,80,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,280,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,70,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,290,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,60,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,300,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,50,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,310,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,40,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,320,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,30,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,330,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,20,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,340,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,10,1)\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,350,1)\nTNT1 A 1 A_SpawnItemEx(\"FireManWaveD\",216,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor FireManWaveD\n{\nPROJECTILE\nObituary \"$OB_FIRESTORMW\"\ndamagetype \"FireM_Wave\"\n+DONTBLAST\n+DONTREFLECT\n+BRIGHT\nrenderstyle add\n+RIPPER\n+FLOORHUGGER\nRadius 20\nHeight 26\nDamage (20)\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFWVE UVW 2\nFWVE XYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXY 2\nFWVE W 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFWVE WVU 2\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FireManWave2Start : BasicHelper\n{\ntranslation \"202:202=248:248\", \"199:199=41:41\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx(\"FireManWave2Time\",20,0,24,5,0,0,0,1)\nstop\n}\n}\n\nactor FireManWave2StartB : FireManWave2Start{translation \"202:202=205:205\", \"199:199=74:74\"}\nactor FireManWave2StartR : FireManWave2Start{translation \"202:202=171:171\", \"199:199=41:41\"}\nactor FireManWave2StartO : FireManWave2Start{translation \"202:202=104:104\", \"199:199=128:128\"}\nactor FireManWave2StartP : FireManWave2Start{translation \"202:202=229:229\", \"199:199=232:232\"}\n\nactor FireManWave2Time\n{\nPROJECTILE\n+DONTBLAST\n+DONTREFLECT\n+THRUACTORS\n+FLOORHUGGER\nDamage (0)\nRadius 20\nHeight 26\nSpeed 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 0\nTNT1 A 8 A_SpawnItemEx(\"FireManWave2D\",0,0,0,0,0,0,0,1)\nLoop\n}\n}\n\nactor FireManWave2D\n{\nPROJECTILE\nObituary \"$OB_FIRESTORMW\"\ndamagetype \"FireM_Wave\"\n+DONTBLAST\n+DONTREFLECT\n+BRIGHT\n+RIPPER\n+FLOORHUGGER\nRadius 20\nHeight 26\nDamage (30)\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFWVE UVW 1\nFWVE X 0 A_PlaySoundEx(\"weapon/FireManWave\",\"Weapon\")\nFWVE XYXYXYXYXYXYXYXYXYXYXYXYX 2\nFWVE W 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFWVE WVU 1\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FiremanStormShieldFX : BasicExplosion\n{\ndamagetype \"FireM_Spin\"\n+FORCEXYBILLBOARD\nObituary \"$OB_FIRESTORMS\"\nrenderstyle translucent\n+BRIGHT\nalpha 0.6\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,1,2,3)\nFWVE G 2\nstop\nFWVE H 2\nstop\nFWVE I 2\nstop\n}\n}\n\nactor FiremanStormShield : BasicExplosion\n{\nObituary \"$OB_FIRESTORMS\"\ndamagetype \"FireM_Spin\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 4 A_Explode(4,80,0,0,80)\nstop\n}\n}\n\nactor FireSpinProtect : PowerProtection\n{\nPowerup.Duration 1\nDamageFactor \"FireSpin\", 0.0\n}\n\nactor FiremanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShot\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShotB\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShotR\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShotO\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"FiremanStormShotP\",0,0,8,0)\ngoto Done\n}\n}\n\nactor FiremanAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveStart\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireB:\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveStartB\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireR:\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveStartR\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireO:\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveStartO\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireP:\nTNT1 A 0 A_SpawnItemEx(\"FireManWaveStartP\",-5,0,0,90,0,0,0,1)\ngoto Done\nDone:\nTNT1 A 0 A_TakeInventory(\"BurningJusticeAmmo\",56)\nstop\n}\n}\n\nactor FiremanAlt2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_SpawnItemEx(\"FireManWave2Start\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireB:\nTNT1 A 0 A_SpawnItemEx(\"FireManWave2StartB\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireR:\nTNT1 A 0 A_SpawnItemEx(\"FireManWave2StartR\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireO:\nTNT1 A 0 A_SpawnItemEx(\"FireManWave2StartO\",-5,0,0,90,0,0,0,1)\ngoto Done\nFireP:\nTNT1 A 0 A_SpawnItemEx(\"FireManWave2StartP\",-5,0,0,90,0,0,0,1)\ngoto Done\nDone:\nTNT1 A 0 A_TakeInventory(\"BurningJusticeAmmo\",56)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/HyperBombBoss.txt",
        "contents": "const int FUSE_LENGTH = 77;\n//Didn't work for FuseLength's MaxAmmo\n\nactor HyperBombBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_1D\"\ndropitem \"HyperBombWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nObituary \"$OB_HYPERBOMB\"\nweapon.ammotype \"GigaSpamAmmo\"\nweapon.ammotype2 \"GigaAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nC_01 D 1\nloop\nReady:\nTNT1 AA 2 A_TakeInventory(\"GigaAmmo\",FUSE_LENGTH)\nBOMT A 0 ACS_ExecuteAlways(998,0,DYE_BOMBMAN)\nBOMT A 9\nReady1:\nBOMT A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Ready2\")\nBOMT A 1 A_WeaponReady\nTNT1 A 0 A_GiveInventory(\"GigaSpamAmmo\",1)\nloop\n\nReady2:\nTNT1 A 0 A_JumpIfInventory(\"GigaAmmo\",FUSE_LENGTH,\"ThrowX\")\nTNT1 A 1 A_WeaponReady\nTNT1 A 0 //A_SpawnItemEx(\"TempSplode\",0,0,56,momx,momy,momz,0,9,0)\nTNT1 A 0 A_GiveInventory(\"GigaAmmo\",1)\nTNT1 A 0 A_GiveInventory(\"GigaSpamAmmo\",1)\nloop\n\nDeselect:\nBOMT A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Drop\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBOMT A 1 A_Lower\ngoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBOMT A 1 A_Raise\nLoop\nSpawnProtect:\nBOMT A 1\nGoto Ready0\n\nFire:\nBOMT A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Throw\")\nTNT1 A 0 A_JumpIfInventory(\"GigaSpamAmmo\",54,\"AltThrow\")\ngoto AltThrowX\n\nAltFire:\nTNT1 A 0 A_JumpIfInventory(\"SpawningMisfire\",1,\"SpawnProtect\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Throw\")\ngoto Prime\n\nPrime:\nBOMT B 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nBOMT B 0 A_GiveInventory(\"SuperArmTemp\",1)\nBOMT B 0 A_GiveInventory(\"VivifyDelay5\",1)\nBOMT B 0 A_Refire(1)\nBOMT B 1 A_SpawnItemEx(\"TempSplodePick\",0,0,0,0,0,0,0,1)\nBOMT B 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\n\nBOMT CDEF 2 A_GiveInventory(\"GigaAmmo\",2)\n\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,2)\nTNT1 AA 1 A_GiveInventory(\"GigaAmmo_RC\",1)\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,2)\nTNT1 AAA 1 A_GiveInventory(\"GigaAmmo_RC\",1)\ngoto Ready1\n\nAltThrowX:\nBOMT G 0 A_PlaySoundEx(\"weapon/BombThrow\",\"Weapon\")\nBOMT G 0 A_GiveInventory(\"BombmanMain_CI\",1)\nBOMT G 0 A_GiveInventory(\"VivifyDelay8\",1)\nBOMT G 0 A_TakeInventory(\"SuperArmTemp\",9)\nBOMT G 0 A_Refire(1)\nBOMT G 2 OffSet(-70,72)\nBOMT G 2 OffSet(-121,112)\nBOMT K 2 OffSet(1,33)\nBOMT K 2 OffSet(-21,56)\nBOMT K 2 OffSet(-35,84)\nBOMT K 2 OffSet(-35,78)\nTNT1 A 12 OffSet(1,92)\nBOMT A 3 OffSet(1,72)\nBOMT A 3 OffSet(1,52)\ngoto Ready1\n\nAltThrow:\nBOMT G 0 A_PlaySoundEx(\"weapon/BombThrow\",\"Weapon\")\nBOMT G 0 A_GiveInventory(\"BombmanMain2_CI\",1)\nBOMT G 0 A_GiveInventory(\"VivifyDelay8\",1)\nBOMT G 0 A_TakeInventory(\"SuperArmTemp\",9)\nBOMT G 0 A_Refire(1)\nBOMT G 2 OffSet(-70,72)\nBOMT G 0 A_TakeInventory(\"GigaSpamAmmo\",54)\nBOMT G 2 OffSet(-121,112)\nBOMT K 2 OffSet(1,33)\nBOMT K 2 OffSet(-21,56)\nBOMT K 2 OffSet(-35,84)\nBOMT K 1 OffSet(-35,78)\nTNT1 A 4 OffSet(1,92)\nBOMT A 2 OffSet(1,72)\nBOMT A 2 OffSet(1,52)\ngoto Ready1\n\nThrowX:\nThrow:\nBOMT M 0 A_PlaySoundEx(\"weapon/BombThrow\",\"Weapon\")\nBOMT M 0 A_GiveInventory(\"BombmanAlt_CI\",1)\nBOMT M 0 A_GiveInventory(\"VivifyDelay8\",1)\nBOMT M 0 A_TakeInventory(\"SuperArmTemp\",1)\nBOMT M 0 A_Refire(1)\nBOMT N 1 Offset(-1, -15)\nBOMT N 1 Offset(-60, -53)\nBOMT N 2 Offset(-118, -65)\nBOMT N 2 Offset(-170, -58)\nBOMT N 2 Offset(-215, -27)\nBOMT B 2 Offset(-225, 32)\nBOMT B 1 Offset(-244, 77)\nBOMT B 1 Offset(-277, 121)\nTNT1 AA 2 A_TakeInventory(\"GigaAmmo\",FUSE_LENGTH)\nTNT1 A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\nBOMT BA 2\ngoto Ready1\n\nDrop:\nBOMT A 0 A_PlaySoundEx(\"weapon/BombThrow\",\"Weapon\")\nBOMT A 0 A_GiveInventory(\"BombmanOther_CI\",1)\nBOMT A 0 A_TakeInventory(\"SuperArmTemp\",1)\nBOMT N 1 Offset(212, 136)\nBOMT N 1 Offset(196, 114)\nBOMT N 1 Offset(171, 106)\nBOMT N 1 Offset(146, 115)\nBOMT N 1 Offset(126, 132)\nBOMT N 1 Offset(106, 169)\nTNT1 A 4\nTNT1 AAA 2 A_TakeInventory(\"GigaAmmo\",FUSE_LENGTH)\nTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\nBOMT BA 2\ngoto Deselect+1\n}\n}\n\nactor HyperBombThrow\n{\nTranslation \"192:192=216:216\", \"199:199=0:0\", \"202:202=215:215\", \"198:198=41:41\"\nPROJECTILE\ndamagetype \"BombM_Boom\"\nObituary \"$OB_HYPERBOMBSPLITX\"\n+SKYEXPLODE\n+BOUNCEONWALLS\n-NOGRAVITY\n+USEBOUNCESTATE\nbouncefactor 0.5\ndamage (0)\nRadius 16\nHeight 16\nspeed 50\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nBOMB S 1 ThrustThingZ(0,30,0,1)\n\nSpawn2:\nBOMB S 1 A_SpawnItemEx(\"HyperBombTheFuseFX\",0,-15,33,random(-4,4),random(-4,4),5,0) //A_SpawnItemEx(\"HyperBombThrowAltFX\",0,0,0,0,0,0,0,1)\nBOMB S 0 A_PlaySound(\"weapon/acidboost\",CHAN_BODY,0.1)\nloop\n\nBounce:\nBOMB S 0 A_PlaySound(\"weapon/minitubthumpin\", CHAN_7 , 1.0)\ngoto Spawn2\n\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_PlaySoundEx(\"weapon/hyperbomb\",\"Weapon\")\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_Explode(150,96,0,0,88)\nTNT1 A 0 A_SetScale(3.5)\nTNT1 A 0 A_SpawnItemEx(\"BasicBoom5FX_Y\",0,0,0,0,0,0,0,1+32)\nTNT1 A 10\nstop\n}\n}\n\nactor HyperBombThrowB : HyperBombThrow{translation \"192:192=205:205\", \"199:199=0:0\", \"198:198=74:74\", \"202:202=205:205\"}\nactor HyperBombThrowR : HyperBombThrow{translation \"192:192=171:171\", \"199:199=0:0\", \"198:198=41:41\", \"202:202=171:171\"}\nactor HyperBombThrowO : HyperBombThrow{translation \"192:192=104:104\", \"199:199=0:0\", \"198:198=128:128\", \"202:202=104:104\"}\nactor HyperBombThrowP : HyperBombThrow{translation \"192:192=229:229\", \"199:199=0:0\", \"198:198=232:232\", \"202:202=229:229\"}\n\nactor GigaSpamAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 162\n+INVENTORY.IGNORESKILL\n}\n\nactor GigaSpamAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 3 A_GiveInventory(\"GigaSpamAmmo\",1)\nPickupR:\nTNT1 A 3 A_GiveInventory(\"GigaSpamAmmo\",1)\nstop\n}\n}\n\nactor GigaAmmo : Ammo\n{\ninventory.amount 1\n//inventory.maxamount FUSE_LENGTH\ninventory.maxamount 77\n+INVENTORY.IGNORESKILL\n}\n\nactor GigaAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"GigaAmmo\",1)\nstop\nPickupR:\nTNT1 A 0 A_GiveInventory(\"GigaAmmo\",2)\nstop\n}\n}\n\nactor TempSplodePick : ShieldWarper_CBM\n{\nStates\n{\nSpawn:\nTNT1 A 0\nBOMB T 0 ACS_NamedExecuteAlways(\"cbm_clientwarper\",0,-4)\nGoto Lift\n\nLift:\n\"####\" \"#\" 1 A_Warp(2,37,0,-16,0,24)\n\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,2)\n\"####\" \"#\" 1 A_Warp(2,34,0,33,0,24)\n\"####\" \"#\" 1 A_Warp(2,31,0,72,0,24)\n\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,2)\n\"####\" \"#\" 1 A_Warp(2,28,0,102,0,24)\n\"####\" \"#\" 1 A_Warp(2,25,0,124,0,24)\n\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,2)\n\"####\" \"#\" 1 A_Warp(2,22,0,139,0,24)\n\"####\" \"#\" 1 A_Warp(2,19,0,148,0,24)\n\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,2)\n\"####\" \"#\" 1 A_Warp(2,16,0,152,0,24)\n\"####\" \"#\" 1 A_Warp(2,14,0,152,0,24)\n\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,2)\n\"####\" \"#\" 1 A_Warp(2,12,0,148,0,24)\n\"####\" \"#\" 1 A_Warp(2,10,0,140,0,24)\n\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,2)\n\"####\" \"#\" 1 A_Warp(2,8,0,128,0,24)\n\"####\" \"#\" 1 A_Warp(2,6,0,113,0,24)\n\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,2)\n\"####\" \"#\" 1 A_Warp(2,4,0,95,0,24)\n\"####\" \"#\" 1 A_Warp(2,2,0,75,0,24)\nShield:\n\"####\" \"#\" 1 A_Warp(2,0,0,56,0,24)\nloop\n}\n}\n\nactor MainfireCheck : Inventory {\ninventory.maxamount 1\n}\n\nactor TempSplode\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\n//+CLIENTSIDEONLY\n//+DONTBLAST\n+NOTIMEFREEZE\nRadius 4\nHeight 4\nScale 2.5\nStates\n{\nSpawn:\nBOMB T 0\nBOMB T 1\nstop\n}\n}\n\nactor HyperBombB\n{\nTranslation \"192:192=216:216\", \"199:199=0:0\", \"202:202=215:215\"\nPROJECTILE\ndamagetype \"BombM_Boom\"\nObituary \"$OB_HYPERBOMB\"\n-NOGRAVITY\n+HEXENBOUNCE\n+CANBOUNCEWATER\n+THRUACTORS\n+USEBOUNCESTATE\nbouncefactor 0.7\nreactiontime 1\nDamage (0)\nRadius 6\nHeight 12\nspeed 25\nscale 2.5\nstates\n{\nSpawn:\nBOMB T 0\nBOMB T 0 A_JumpIfInTargetInventory(\"GigaAmmo\",FUSE_LENGTH,\"DetonateX\")\nBOMB T 0 ThrustThingZ(0,18,0,1)\ngoto FuseGiveCheck\nFuseGive:\nTNT1 A 0 A_GiveInventory(\"GigaAmmo\",ACS_ExecuteWithResult(803,GIGAAMMO))\nTNT1 A 0 //A_TakeFromTarget(\"GigaAmmo\",FUSE_LENGTH)\nTNT1 A 0 A_JumpIfInventory(\"GigaAmmo\",FUSE_LENGTH,\"Detonate\")\ngoto Spawn2+1\n/*FuseGive:\nTNT1 A 0 A_TakeFromTarget(\"GigaAmmo\",1)\nTNT1 A 0 A_GiveInventory(\"GigaAmmo\",1)\nTNT1 A 0 A_JumpIfInventory(\"GigaAmmo\",FUSE_LENGTH,\"Detonate\")*/\nFuseGiveCheck:\nTNT1 A 0 A_JumpIfInTargetInventory(\"GigaAmmo\",1,\"FuseGive\")\ngoto Spawn2+1\nSpawn2:\nBOMB T 0 A_JumpIfInventory(\"GigaAmmo\",FUSE_LENGTH,\"Detonate\")\nBOMB T 0 A_JumpIfInTargetInventory(\"PowerRage_ST\",1,\"Spawn2R\")\nBOMB T 1 A_GiveInventory(\"GigaAmmo\",1)\nloop\nSpawn2R:\nBOMB T 1 A_GiveInventory(\"GigaAmmo\",2)\ngoto Spawn2\nBounce:\nBOMB T 0 A_PlaySound(\"weapon/tubthumpin\", CHAN_7 , 0.3)\ngoto Spawn2\nDetonate:\nBOMB T 0 A_CountDown\nBOMB T 1\nloop\nDetonateX:\nBOMB T 0 A_SpawnItemEx(\"HyperBombBX\",0,0,0,0,0,0,0,1)\nstop\nDeath:\nBOMB T 0 A_ChangeVelocity(0,0,0,CVF_REPLACE)\nBOMB T 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB T 0 A_JumpIfInventory(\"MainfireCheck\",1,\"RegularBoom\")\nBOMB T 0 A_JumpIfInventory(\"GigaAmmo\",FUSE_LENGTH-5,\"Deathtonation\")\nBOMB T 0 A_Explode(400,135,0,0,35)\n\nBOMB T 0 A_PlaySoundEx(\"weapon/hyperbomb\",\"Weapon\")\nBOMB T 0 A_TakeInventory(\"MainfireCheck\",1)\nTN_B EF 1 ThrustThingZ(0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H1\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H2\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H3\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H4\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H5\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H6\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,2,0,0,17,0,33)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,-2,0,0,-17,0,33)\nTNT1 A 10\nstop\nDeathtonation:\nBOMB T 0 A_Stop\nBOMB T 0 A_TakeInventory(\"MainfireCheck\",1)\nBOMB T 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB T 0 A_PlaySoundEx(\"weapon/BombmanBoom\", \"Weapon\")\nBOMB T 0 A_Explode(400,135,0,0,35)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H1\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H2\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H3\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H4\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H5\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H6\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,2,0,0,17,0,33)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,-2,0,0,-17,0,33)\nTNT1 A 10\nstop\nRegularBoom:\nBOMB T 0 A_Explode(400,135,0,0,35)\n\nBOMB T 0 A_TakeInventory(\"MainfireCheck\",1)\nBOMB T 0 A_PlaySoundEx(\"weapon/hyperbomb\",\"Weapon\")\nTN_B EF 1 ThrustThingZ(0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H1\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H2\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H3\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H4\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H5\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H6\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,2,0,0,17,0,33)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,-2,0,0,-17,0,33)\nTNT1 A 10\nstop\n}\n}\n\nactor HyperBombBB : HyperBombB{translation \"192:192=205:205\", \"199:199=74:74\", \"202:202=205:205\"}\nactor HyperBombBR : HyperBombB{translation \"192:192=171:171\", \"199:199=41:41\", \"202:202=171:171\"}\nactor HyperBombBO : HyperBombB{translation \"192:192=104:104\", \"199:199=128:128\", \"202:202=104:104\"}\nactor HyperBombBP : HyperBombB{translation \"192:192=229:229\", \"199:199=232:232\", \"202:202=229:229\"}\n\nactor BombmanFuseExplosionFX_H0 : BasicClientSide\n{\nrenderstyle none\nReactiontime 12//Sections\nArgs 20,6\n//Speed/lines\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetArg(3,Args[1]+1)\nTNT1 A 0 A_SetArg(4,Reactiontime)\nSpawnL:\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",Cos(90-180/Args[3]*Args[1])*Args[0],0,Sin(90-180/Args[3]*Args[1])*Args[0],Cos(90-180/Args[3]*Args[1])*Args[0],0,Sin(90-180/Args[3]*Args[1])*Args[0],360/Args[4]*Reactiontime,33)\nTNT1 A 0 A_SetArg(1,Args[1]-1)\nTNT1 A 0 A_JumpIf(Args[1]<=0,1)\nloop\nTNT1 A 0 A_Countdown\nTNT1 A 0 A_SetArg(1,Args[3]-1)\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,Args[0],0,0,Args[0],0,33)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,-Args[0],0,0,-Args[0],0,33)\nTNT1 A 1\nstop\n}\n}\n\nactor BombmanFuseExplosionFX_H1 : BasicClientSide\n{\nvar int user_RT;\nvar int user_A;\n\nMass 100\nMeleeRange 0\naccuracy 6\nrenderstyle none\nreactiontime 15//18\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_RT\",360/reactiontime)\nTNT1 A 0 A_SetUserVar(\"user_A\",random(0,user_RT))\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",Mass/accuracy,0,0,Mass/accuracy,0,MeleeRange/accuracy,user_A,37)\nTNT1 A 0 A_SetUserVar(\"user_A\",user_A+user_RT)\nTNT1 A 0 A_Countdown\ngoto Spawn+3\nDeath:\nTNT1 A 1\nstop\n}\n}\nactor BombmanFuseExplosionFX_H2 : BombmanFuseExplosionFX_H1\n{\nMass 96\nMeleeRange 26\nreactiontime 12//15\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_RT\",360/reactiontime)\nTNT1 A 0 A_SetUserVar(\"user_A\",random(0,user_RT))\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",Mass/accuracy,0,MeleeRange/accuracy,Mass/accuracy,0,MeleeRange/accuracy,user_A,37)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",Mass/accuracy,0,MeleeRange/-accuracy,Mass/accuracy,0,MeleeRange/-accuracy,user_A,37)\nTNT1 A 0 A_SetUserVar(\"user_A\",user_A+user_RT)\nTNT1 A 0 A_Countdown\ngoto Spawn+3\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BombmanFuseExplosionFX_H3 : BombmanFuseExplosionFX_H2\n{\nMass 87\nMeleeRange 50\nreactiontime 10//12\n}\nactor BombmanFuseExplosionFX_H4 : BombmanFuseExplosionFX_H2\n{\nMass 70\nMeleeRange 70\nreactiontime 8//9\n}\nactor BombmanFuseExplosionFX_H5 : BombmanFuseExplosionFX_H2\n{\nMass 50\nMeleeRange 87\nreactiontime 6\n}\nactor BombmanFuseExplosionFX_H6 : BombmanFuseExplosionFX_H2\n{\nMass 26\nMeleeRange 96\nreactiontime 4//3\n}\n\nactor BombmanFuseExplosionFX : BasicClientSide\n{\n+FORCEXYBILLBOARD\n+BRIGHT\nStates\n{\nSpawn:\nTNT1 A 0\nXMFX S 0\nXMFX S 1\nUMFX TJKD 1\nXMFX S 1\nUMFX TJKD 1\nstop\n\nSpawn2:\nUMFX R 1//Circle 202 and white\nXMFX Q 1\nUMFX T 1//Solid 202 and white\nXMFX S 1\nUMFX IJK 1//202/white center\nXMFX D 1\nstop\n}\n}\n\nactor HyperBombMine\n{\nTranslation \"192:192=216:216\", \"199:199=0:0\", \"202:202=215:215\", \"198:198=41:41\"\nPROJECTILE\nRadius 6\nHeight 12\nDamage (0)\nSpeed 0\nObituary \"$OB_HYPERBOMB\"\n+DONTBLAST\n-NOGRAVITY\n+NOEXPLODEFLOOR\n+DONTREFLECT\n+NOTARGETSWITCH\nStates\n{\n}\n}\n\nactor HyperBombMineB : HyperBombMine{translation \"192:192=205:205\", \"199:199=74:74\", \"202:202=205:205\"}\nactor HyperBombMineR : HyperBombMine{translation \"192:192=171:171\", \"199:199=41:41\", \"202:202=171:171\"}\nactor HyperBombMineO : HyperBombMine{translation \"192:192=104:104\", \"199:199=128:128\", \"202:202=104:104\"}\nactor HyperBombMineP : HyperBombMine{translation \"192:192=229:229\", \"199:199=232:232\", \"202:202=229:229\"}\n\nactor HyperBombBX : BasicExplosion\n{\ndamagetype \"BombM_Boom\"\nObituary \"$OB_HYPERBOMB\"\nScale 2.5\nStates\n{\nSpawn:\nBOMB T 0\nBOMB T 0 A_Explode(400,110,0,0,110)\nBOMB T 0 A_PlaySoundEx(\"weapon/BombmanBoom\", \"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H1\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H2\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H3\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H4\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H5\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX_H6\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,2,0,0,17,0,33)\nTNT1 A 0 A_SpawnItemEx(\"BombmanFuseExplosionFX\",0,0,-2,0,0,-17,0,33)\nTNT1 A 10\nstop\n}\n}\n\nactor HyperBombBDrop : HyperBombB\n{\nspeed 10\nstates\n{\nSpawn:\nBOMB T 0\nBOMB T 0 ThrustThingZ(0,12,0,1)\ngoto FuseGiveCheck\n}\n}\n\nactor HyperBombBDropB : HyperBombBDrop{translation \"192:192=205:205\", \"199:199=74:74\", \"202:202=205:205\"}\nactor HyperBombBDropR : HyperBombBDrop{translation \"192:192=171:171\", \"199:199=41:41\", \"202:202=171:171\"}\nactor HyperBombBDropO : HyperBombBDrop{translation \"192:192=104:104\", \"199:199=128:128\", \"202:202=104:104\"}\nactor HyperBombBDropP : HyperBombBDrop{translation \"192:192=229:229\", \"199:199=232:232\", \"202:202=229:229\"}\n\nactor HyperBombThrowAlt\n{\nTranslation \"192:192=216:216\", \"199:199=0:0\", \"202:202=215:215\", \"198:198=41:41\"\nPROJECTILE\ndamagetype \"BombM_Boom\"\nObituary \"$OB_HYPERBOMB\"\n+SKYEXPLODE\n+BOUNCEONWALLS\n-NOGRAVITY\n+USEBOUNCESTATE\nbouncefactor 0.9\ndamage (0)\nRadius 16\nHeight 16\nspeed 25\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nBOMB S 1 ThrustThingZ(0,30,0,1)\n\nSpawn2:\nBOMB S 1 A_SpawnItemEx(\"HyperBombTheFuseFX\",0,-15,33,random(-4,4),random(-4,4),5,0) //A_SpawnItemEx(\"HyperBombThrowAltFX\",0,0,0,0,0,0,0,1)\nBOMB S 0 A_PlaySound(\"weapon/acidboost\",CHAN_BODY,0.1)\nloop\n\nBounce:\nBOMB S 0 A_PlaySound(\"weapon/minitubthumpin\", CHAN_7 , 1.0)\ngoto Spawn2\n\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_PlaySoundEx(\"weapon/hyperbomb\",\"Weapon\")\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_Explode(150,96,0,0,64)\nTNT1 A 0 A_SetScale(3.5)\nTNT1 A 0 A_SpawnItemEx(\"BasicBoom5FX_Y\",0,0,0,0,0,0,0,1+32)\nTNT1 A 10\nstop\n}\n}\n\nactor HyperBombThrowAltB : HyperBombThrowAlt{translation \"192:192=205:205\", \"199:199=74:74\", \"202:202=205:205\", \"198:198=74:74\"}\nactor HyperBombThrowAltR : HyperBombThrowAlt{translation \"192:192=171:171\", \"199:199=41:41\", \"202:202=171:171\", \"198:198=41:41\"}\nactor HyperBombThrowAltO : HyperBombThrowAlt{translation \"192:192=104:104\", \"199:199=128:128\", \"202:202=104:104\", \"198:198=128:128\"}\nactor HyperBombThrowAltP : HyperBombThrowAlt{translation \"192:192=229:229\", \"199:199=232:232\", \"202:202=229:229\", \"198:198=232:232\"}\n\nactor HyperBombThrowAltFX : BasicClientSide\n{\nrenderstyle add\nstates\n{\nSpawn:\nBOMB S 1 A_FadeOut(0.25)\nloop\n}\n}\n\nactor HyperBombTheFuseFX\n{\nTranslation \"192:192=4:4\", \"198:198=216:216\", \"199:199=216:216\"\n+MISSILE\n-SOLID\n+RIPPER\n+THRUGHOST\n+THRUACTORS\n+DONTBLAST\n+CLIENTSIDEONLY\nGravity 0.5\nDamage (0)\nheight 1\nradius 1\nrenderstyle translucent\nalpha 1.0\nscale 1.0//1.5\nspeed 25\nStates\n{\nSpawn:\nGIGO MMMNNN 1 A_FadeOut(0.10)\nloop\n}\n}\n\nactor BombmanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowAlt\",0,1,0,18)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowAltB\",0,1,0,18)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowAltR\",0,1,0,18)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowAltO\",0,1,0,18)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowAltP\",0,1,0,18)\ngoto Done\n}\n}\n\nactor BombmanMain2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrow\",0,1,0,18)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowB\",0,1,0,18)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowR\",0,1,0,18)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowO\",0,1,0,18)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombThrowP\",0,1,0,18)\ngoto Done\n}\n}\n\nactor BombmanAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombB\",0,1,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBB\",0,1,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBR\",0,1,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBO\",0,1,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBP\",0,1,8,0)\ngoto Done\n}\n}\n\nactor BombmanMine_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMine\",0,1,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineB\",0,1,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineR\",0,1,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineO\",0,1,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineP\",0,1,8,0)\ngoto Done\n}\n}\n\nactor BombmanOther_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBDrop\",0,1,0,28)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBDropB\",0,1,0,28)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBDropR\",0,1,0,28)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBDropO\",0,1,0,28)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombBDropP\",0,1,0,28)\ngoto Done\n}\n}\n\nactor BombmanMine_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMine\",0,1,0,28)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineB\",0,1,0,28)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineR\",0,1,0,28)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineO\",0,1,0,28)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"HyperBombMineP\",0,1,0,28)\ngoto Done\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/Iceman.txt",
        "contents": "actor Iceman : ClassBase\n{\nPlayer.ScoreIcon \"C_01C0X\"\nplayer.displayname \"Iceman\"\nplayer.soundclass \"Icemanc\"\n//player.startitem \"IceSlasherBoss\"\nplayer.startitem \"IceStatueBoss\"\n//player.startitem \"IceRainBoss\"\nplayer.startitem \"IcicleAmmo\", 28\nplayer.startitem \"IceLaserAmmo\", 28\nplayer.startitem \"RealClassFlag\", 11\n//player.weaponslot 1, \"IceStatueBoss\"\n//player.weaponslot 2, \"IceRainBoss\"\n\nplayer.startitem \"HyperBombWeakness2\", 1\n\nplayer.startitem \"HyperBombWeakness\", 1\nplayer.startitem \"CrashBombWeakness\", 1\nplayer.startitem \"MagnetMissileWeakness\", 1\nplayer.startitem \"DrillBombWeakness\", 1\nplayer.startitem \"NapalmBombWeakness\", 1\nplayer.startitem \"YamatoSpearWeakness\", 1\nplayer.startitem \"DangerWrapWeakness\", 1\nplayer.startitem \"FlashBombWeakness\", 1\nplayer.startitem \"RemoteMineWeakness\", 1\nplayer.startitem \"LaserTridentWeakness\", 1\nplayer.startitem \"CommandoBombWeakness\", 1\nplayer.startitem \"PhotonMissileWeakness\", 1\nplayer.startitem \"BalladeCrackerWeakness\", 1\n\nplayer.maxhealth 1000\nhealth 1000\nplayer.jumpz 10\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\n\n//player.startitem \"ThunderBeamWeakness2\", 1\nStates\n{\nSpawn:\nICEM A 0\nICEM B 1\nICEM A 1 A_JumpIf(z-floorz>0, \"Jumping\")\nGoto Spawn+2\nSee:\nICEM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, \"Jumping\")\nGoto Spawn\nMissile:\nICEB F 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"Missile2\")\nICEM FFFFF 1 A_JumpIf(z-floorz>0, \"JumpingMissile\")\nICEM GGGG 1 A_JumpIf(z-floorz>0, \"JumpingMissile\")\ngoto Spawn\nMissile2:\nICEM KKKKKLLLLL 1 A_JumpIf(z-floorz>0, \"JumpingMissile2\")\ngoto Spawn\n\n\t\tJumping:\n\t\tICEM M 1 A_JumpIf(z-floorz<=0, \"Spawn\")\n\t\twait\n\n\t\tJumpingMissile:\n\t\tICEM NNNNNOOOO 1 A_JumpIf(z-floorz<=0, \"Missile\")\n\t\tGoto Jumping\n\t\tJumpingMissile2:\n\t\tICEM OOOOOOOOOO 1 A_JumpIf(z-floorz<=0, \"Missile2\")\n\t\tGoto Jumping\n\nClassPain:\nICEM H 0\ngoto PainContinue\nDeathFix:\nICEM H 0\ngoto DeathContinue\nClassDeath:\nICEM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/IceSlasherBoss.txt",
        "contents": "actor IceStatueBoss : BaseMM8BDMWep_CBM\n{\nTag \"$TAGC_1C1\"\ndropitem \"IceSlasherWepCDropped\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"$OB_ICESLASHER\"\nweapon.ammotype \"IcicleAmmo\"\nweapon.ammotype2 \"IceLaserAmmo\"\n//inventory.icon \"ICEMANI1\"\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nC_01 C 1\nloop\nReady:\nICEB D 0 ACS_ExecuteAlways(998,0,DYE_ICEMAN)\nICEB D 0 A_GunFlash\ngoto Ready2\nReady1:\nICEB D 0 A_JumpIfInventory(\"IcicleAmmo\",7,\"Ready2\")\nICEB D 4 A_WeaponReady(WRF_NoSecondary|WRF_ALLOWRELOAD)\nICEB D 0 A_GiveInventory(\"IcicleAmmo\",1)\nICEB D 0 A_GiveInventory(\"IceLaserAmmo\",1)\nloop\nReady2:\nICEB D 4 A_WeaponReady(WRF_ALLOWRELOAD)\nICEB D 0 A_GiveInventory(\"IcicleAmmo\",1)\nICEB D 0 A_GiveInventory(\"IceLaserAmmo\",1)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nICEB D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nICEB D 1 A_Raise\nLoop\nFire:\nICEB D 1\nICEB D 1 Offset(-15, 30)\nICEB B 1 Offset(-25, 25)\nICEB B 1 Offset(-55, 15)\nICEB C 1 Offset(-65, 10)\nICEB C 1\nFireH:\nICEB A 0 A_JumpIfNoAmmo(\"FireN\")\nICEB A 0 A_PlaySoundEx(\"weapon/icemanshot\",\"Weapon\")\nICEB A 0 A_GiveInventory(\"IcemanMain_CI\",1)\nICEB I 1 Offset(-63,18)\nICEB I 1 Offset(-67,22)\nICEB I 1 Offset(-63,22)\nICEB I 1 Offset(-67,18)\nICEB I 1 Offset(-67,22)\nICEB C 4\nICEB C 2 A_Refire(\"FireH\")\nICEB C 1\nICEB C 1 Offset(-65, 0)\nICEB C 1 Offset(-45, 24)\nICEB B 1 Offset(-30, 26)\nICEB D 1 Offset(-15, 30)\nICEB D 1 A_WeaponReady(14)\nGoto Ready+2\nFireN:\nICEB A 0 A_PlaySoundEx(\"weapon/icemanshot\",\"Weapon\")\nICEB A 0\nICEB A 0 A_GiveInventory(\"IcemanMain_CI\",1)\nICEB I 1 Offset(-63,18)\nICEB I 1 Offset(-67,22)\nICEB I 1 Offset(-63,22)\nICEB I 1 Offset(-67,18)\nICEB I 1 Offset(-67,22)\nICEB C 13\nICEB C 2 A_Refire(\"FireH\")\nICEB C 1\nICEB C 1 Offset(-65, 0)\nICEB C 1 Offset(-45, 24)\nICEB B 1 Offset(-30, 26)\nICEB D 1 Offset(-15, 30)\nICEB D 1 A_WeaponReady(14)\nGoto Ready+2\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"IceLaserAmmo\",7,1)\nGoto NoAmmoAltfire\nICEB D 0 A_TakeInventory(\"IceLaserAmmo\",7)\nICEB D 0 A_GiveInventory(\"VivifyDelay6\",1)\nICEB D 0 A_Refire(1)\nICEB G 1 Offset(-5,28)\nICEB G 1 Offset(-10,24)\nICEB G 0 A_PlaySoundEx(\"weapon/IceManLaser\",\"Body\")\nICEB G 0 A_GiveInventory(\"IcemanAlt_CI\",1)\nICEB G 1 Offset(-11,21)\nICEB G 1 Offset(-9,25)\nICEB H 1 Offset(-11,25)\nICEB H 1 Offset(-9,21)\nICEB G 2  Offset(-10,24)\nICEB H 2\nICEB G 8\nICEB G 1 Offset(-10,24)\nICEB G 1 Offset(-2,30)\nICEB G 1 A_WeaponReady(14)\nICEB D 4\ngoto Ready+2\nNoAmmo:\nICEB A 0 A_PlaySoundEx(\"weapon/icemanshot\",\"Weapon\")\nICEB A 0\nICEB A 0 A_GiveInventory(\"IcemanMain_CI\",1)\nICEB C 18\nICEB C 2 A_Refire(\"FireH\")\nICEB CBD 2\nGoto Ready+2\n\nNoAmmoAltfire:\nICEB D 4\nICEB D 0 A_GiveInventory(\"IcicleAmmo\",1)\nICEB D 0 A_GiveInventory(\"IceLaserAmmo\",1)\nGoto Ready+2\n\nReload:\nTNT1 A 0 A_JumpIfInventory(\"IceLaserAmmo\",14,1)\nGoto NoAmmoAltfire\nICEB D 0 A_TakeInventory(\"IceLaserAmmo\",14)\nICEB D 0 A_GiveInventory(\"VivifyDelay6\",1)\nICEB D 0 A_Refire(1)\nICEB G 1 Offset(-5,28)\nICEB G 1 Offset(-10,24)\nICEB G 0 A_PlaySoundEx(\"weapon/IceManLaser\",\"Body\")\nICEB G 0 A_GiveInventory(\"IcemanAltX_CI\",1)\nICEB G 1 Offset(-11,21)\nICEB G 1 Offset(-9,25)\nICEB H 1 Offset(-11,25)\nICEB H 1 Offset(-9,21)\nICEB G 2\nICEB H 2\nICEB G 12\nICEB G 1 Offset(-10,24)\nICEB G 1 Offset(-2,30)\nICEB G 1 A_WeaponReady(14)\nICEB JJJ 4\ngoto Ready+2\n\n}\n}\n\nactor IceRainBoss : IceStatueBoss\n{\nTag \"$TAGC_1C2\"\ninventory.icon \"ICEMANI2\"\nStates\n{\nReady:\nICEB J 0 ACS_ExecuteAlways(998,0,DYE_ICEMAN)\nICEB J 0 A_GunFlash\ngoto Ready2\nReady1:\nICEB J 0 A_JumpIfInventory(\"IcicleAmmo\",7,\"Ready2\")\nICEB J 4 A_WeaponReady(WRF_NoSecondary)\nICEB J 0 A_GiveInventory(\"IcicleAmmo\",1)\nloop\nReady2:\nICEB J 4 A_WeaponReady\nICEB J 0 A_GiveInventory(\"IcicleAmmo\",1)\nloop\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nICEB J 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nICEB J 1 A_Raise\nLoop\n\nFire:\nICEB D 1\nICEB D 1 Offset(-15, 30)\nICEB B 1 Offset(-25, 25)\nICEB B 1 Offset(-55, 15)\nICEB C 1 Offset(-65, 10)\nICEB C 1\nFireH:\nICEB A 0 A_JumpIfNoAmmo(\"FireN\")\nICEB A 0 A_PlaySoundEx(\"weapon/icemanshot\",\"Weapon\")\nICEB A 0\nICEB A 0 A_GiveInventory(\"IcemanMain_CI\",1)\nICEB I 1 Offset(-63,18)\nICEB I 1 Offset(-67,22)\nICEB I 1 Offset(-63,22)\nICEB I 1 Offset(-67,18)\nICEB I 1 Offset(-67,22)\nICEB C 4\nICEB C 2 A_Refire(\"FireH\")\nICEB C 1\nICEB C 1 Offset(-65, 0)\nICEB C 1 Offset(-45, 24)\nICEB B 1 Offset(-30, 26)\nICEB J 1 Offset(-15, 30)\nICEB J 1 A_WeaponReady(14)\nGoto Ready+2\nFireN:\nICEB A 0 A_PlaySoundEx(\"weapon/icemanshot\",\"Weapon\")\nICEB A 0\nICEB A 0 A_GiveInventory(\"IcemanMain_CI\",1)\nICEB I 1 Offset(-63,18)\nICEB I 1 Offset(-67,22)\nICEB I 1 Offset(-63,22)\nICEB I 1 Offset(-67,18)\nICEB I 1 Offset(-67,22)\nICEB C 13\nICEB C 2 A_Refire(\"FireH\")\nICEB C 1\nICEB C 1 Offset(-65, 0)\nICEB C 1 Offset(-45, 24)\nICEB B 1 Offset(-30, 26)\nICEB J 1 Offset(-15, 30)\nICEB J 1 A_WeaponReady(14)\nGoto Ready+2\n\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"IcicleAmmo\",14,1)\nGoto NoAmmoAltfire\nICEB D 0 A_TakeInventory(\"IcicleAmmo\",14)\nICEB D 0 A_GiveInventory(\"VivifyDelay6\",1)\nICEB D 0 A_Refire(1)\nICEB G 1 Offset(-5,28)\nICEB G 1 Offset(-10,24)\nICEB G 0 A_PlaySoundEx(\"weapon/IceManLaser\",\"Body\")\nICEB G 0 A_GiveInventory(\"IcemanAltX_CI\",1)\nICEB G 1 Offset(-11,21)\nICEB G 1 Offset(-9,25)\nICEB H 1 Offset(-11,25)\nICEB H 1 Offset(-9,21)\nICEB G 2\nICEB H 2\nICEB G 12\nICEB G 1 Offset(-10,24)\nICEB G 1 Offset(-2,30)\nICEB G 1 A_WeaponReady(14)\nICEB JJJ 4\ngoto Ready+2\n\nNoAmmo:\nICEB A 0 A_PlaySoundEx(\"weapon/icemanshot\",\"Weapon\")\nICEB A 0\nICEB A 0 A_GiveInventory(\"IcemanMain_CI\",1)\nICEB C 18\nICEB C 2 A_Refire(\"FireH\")\nICEB CBJ 2\nGoto Ready+2\n\nNoAmmoAltfire:\nICEB J 4\nICEB J 0 A_GiveInventory(\"IcicleAmmo\",1)\nGoto Ready+2\n}\n}\n\nactor IcicleAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor IceLaserAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor IcemanHoverFlag : Powerup\n{\nPowerup.Duration 11\n}\n\nactor IceSlasherB : IceSlasher\n{\nTranslation \"198:198=197:197\"\ndamagetype \"IceM_Slasher\"\ndamage (100)\nspeed 30\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nICEB TUTU 3 A_ScaleVelocity(1.025)\nICEB TU 3\nwait\n}\n}\n\nactor IceSlasherBB : IceSlasherB{translation \"198:198=74:74\"}\nactor IceSlasherBR : IceSlasherB{translation \"198:198=41:41\"}\nactor IceSlasherBO : IceSlasherB{translation \"198:198=128:128\"}\nactor IceSlasherBP : IceSlasherB{translation \"198:198=232:232\"}\n\nactor CoolestGuy\n{\nTranslation \"198:198=197:197\"\nPROJECTILE\nscale 2.5\n+RIPPER\nObituary \"$OB_ICECOOLGUY\"\nSpeed 22\ndamagetype \"IceM_Slow\"\nRadius 6\nHeight 6\nDamage (20)\nStates\n{\nSpawn:\nICEB Z 18\nstop\n}\n}\n\nactor CoolestGuyB : CoolestGuy{translation \"198:198=74:74\"}\nactor CoolestGuyR : CoolestGuy{translation \"198:198=41:41\"}\nactor CoolestGuyO : CoolestGuy{translation \"198:198=128:128\"}\nactor CoolestGuyP : CoolestGuy{translation \"198:198=232:232\"}\n\nactor CoolestGuy2 : CoolestGuy{Damage (20)}\n\nactor CoolestGuy2B : CoolestGuyB{Damage (20)}\nactor CoolestGuy2R : CoolestGuyR{Damage (20)}\nactor CoolestGuy2O : CoolestGuyO{Damage (20)}\nactor CoolestGuy2P : CoolestGuyP{Damage (20)}\n\nactor CoolestGuy3 : CoolestGuy{Damage (20)}\n\nactor CoolestGuy3B : CoolestGuyB{Damage (20)}\nactor CoolestGuy3R : CoolestGuyR{Damage (20)}\nactor CoolestGuy3O : CoolestGuyO{Damage (20)}\nactor CoolestGuy3P : CoolestGuyP{Damage (20)}\n\nactor PowerIceGiver : BasicPowerupGiver\n{\nPowerup.Type \"PowerIce\"\n}\n\nactor PowerIce : PowerSpeed\n{\nSpeed 0.67\npowerup.duration 100\n}\n\nactor IcemanSlowPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"PowerIce\",1,2)\nTNT1 A 0 A_SpawnItemEx(\"IceSlowWatcher\")\nTNT1 A 0 A_GiveInventory(\"PowerIceGiver\",1)\nstop\n}\n}\n\nactor IceSlowWatcher : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3 A_GiveToTarget(\"IceSlowFX\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerIce\",1,\"Spawn\")\nstop\n}\n}\n\nactor IceSlowFX : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"IceSlowGFX\", random(18, 56), 0, Random(18,56), 0, 0, 0, random(0, 359),1)\nstop\n}\n}\n\nactor IceSlowGFX\n{\n+FLOATBOB\n+NOGRAVITY\n+THRUACTORS\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MISSILE\nDamage(0)\nScale 2.5\nHeight 0\nRadius 0\nStates\n{\nSpawn:\nICEB YZ 4 A_Fadeout(0.2)\nloop\n}\n}\n\nactor IceBaFLaser\n{\nTranslation \"192:192=4:4\",\"198:198=197:197\",\"202:202=197:197\",\"199:199=198:198\",\"204:204=202:202\",\"195:195=204:204\",\"250:250=80:80\",\"249:249=86:86\"\nPROJECTILE\ndamagetype \"IceM_Slow\"\nObituary \"$OB_ICELASERX\"\n+SKYEXPLODE\n+FORCEXYBILLBOARD\n+HITTRACER\nReactiontime 1\nDamage (100)\nRadius 8\nHeight 8\nSpeed 50\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"IceBaFLaserFX1\",0,-1,4,0,0,0,0,1)\nTNT1 AAAAAAAAAAA 1 A_SpawnItemEx(\"IceBaFLaserFX2\",0,0,0,momx,momy,momz,0,9)\nTNT1 A 1 A_CountDown\nwait\nDeath:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(z-ceilingz>=-8,\"DeathSky\")\nTNT1 A 0 A_JumpIf(z-floorz<7,\"DeathFloor\")\ngoto DeathWall\n\nDeathSky:\nTNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX1\",0,0,-62,0,0,0,180,1)\nstop\n\nDeathFloor:\nTNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX1\",0,0,0,0,0,0,180,1)\nstop\n\nDeathWall:\nTNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX1\",30,0,0,0,0,0,180,1)\nstop\n\nXDeath:\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"cbm_istracerenemy\"),1)\nGoto Death\nTNT1 A 1\nwait\n\n}\n}\n\nactor IceBaFLaser2 : IceBaFLaser\n{\ndamagetype \"IceM_Slow\"\nObituary \"$OB_ICELASER\"\nDamage (0)\nStates\n{\nDeath:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(z-ceilingz>=-8,\"DeathSky\")\nTNT1 A 0 A_JumpIf(z-floorz>=128,\"DeathSky\")\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_PlaySound(\"weapon/IceManDetonate\",1,0.75)\nTNT1 A 6 A_Explode(230,108,0,0,0)\nstop\n\nDeathSky:\nTNT1 A 0 A_PlaySound(\"weapon/Ice_Cloud\",1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFCloud2\",46,0,0,4,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFCloud2\",46,0,0,4,0,0,90,1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFCloud2\",46,0,0,4,0,0,-90,1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFCloud2\",46,0,0,4,0,0,180,1)\nTNT1 A 1 A_SpawnItemEx(\"IceBaFCloud\",0,0,0,0,0,0,0,1)\nstop\n\nXDeath:\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_PlaySound(\"weapon/IceManDetonate\",1,0.75)\nTNT1 A 6 A_Explode(230,108,0,0,0)\nstop\n}\n}\n\nactor IceBaFLaserFX1 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nScale 3.0\nStates\n{\nSpawn:\nICEL H 8\nstop\n}\n}\n\nactor IceBaFLaserFX2 : BasicExplosion\n{\ndamagetype \"IceM_Slow\"\nObituary \"$OB_ICECOOLLASER\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"IceBaFLaserFX3\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFLaserFX3\",0,0,0,-momx*0.2,-momy*0.2,-momz*0.2,0,9)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFLaserFX3\",0,0,0,-momx*0.4,-momy*0.4,-momz*0.4,0,9)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFLaserFX3\",0,0,0,-momx*0.6,-momy*0.6,-momz*0.6,0,9)\nTNT1 A 1 A_SpawnItemEx(\"IceBaFLaserFX3\",0,0,0,-momx*0.8,-momy*0.8,-momz*0.8,0,9)\nstop\n}\n}\n\nactor IceBaFLaserFX3 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nScale 3.5\nStates\n{\nSpawn:\nICEL I 0\nICEL I 0 A_Stop\nICEL IZIZ 2\nstop\n}\n}\n\nactor IceBaFLaserB : IceBaFLaser{translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\",\"199:199=74:74\",\"204:204=205:205\",\"195:195=74:74\",\"250:250=196:196\",\"249:249=75:75\"}\nactor IceBaFLaserR : IceBaFLaser{translation \"192:192=171:171\",\"198:198=41:41\",\"202:202=171:171\",\"199:199=41:41\",\"204:204=171:171\",\"195:195=41:41\",\"250:250=170:170\",\"249:249=43:43\"}\nactor IceBaFLaserO : IceBaFLaser{translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\",\"199:199=128:128\",\"204:204=104:104\",\"195:195=128:128\",\"250:250=138:138\",\"249:249=131:131\"}\nactor IceBaFLaserP : IceBaFLaser{translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\",\"199:199=232:232\",\"204:204=229:229\",\"195:195=232:232\",\"250:250=214:214\",\"249:249=223:223\"}\n\nactor IceBaFLaser2B : IceBaFLaser2{translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\",\"199:199=74:74\",\"204:204=205:205\",\"195:195=74:74\",\"250:250=196:196\",\"249:249=75:75\"}\nactor IceBaFLaser2R : IceBaFLaser2{translation \"192:192=171:171\",\"198:198=41:41\",\"202:202=171:171\",\"199:199=41:41\",\"204:204=171:171\",\"195:195=41:41\",\"250:250=170:170\",\"249:249=43:43\"}\nactor IceBaFLaser2O : IceBaFLaser2{translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\",\"199:199=128:128\",\"204:204=104:104\",\"195:195=128:128\",\"250:250=138:138\",\"249:249=131:131\"}\nactor IceBaFLaser2P : IceBaFLaser2{translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\",\"199:199=232:232\",\"204:204=229:229\",\"195:195=232:232\",\"250:250=214:214\",\"249:249=223:223\"}\n\nactor IceBaFCloud : BasicExplosion\n{\nReactiontime 13\nScale 4.5\nStates\n{\nSpawn:\nICEL AABCBCDD 2\nSpawn2:\nICEL EEEE 0 A_SpawnItemEx(\"IceBaFIcicleFX\",random(0,-8),0,0,random(1,4),0,random(-1,-3),random(0,359),1)\nICEL E 2 A_SpawnItemEx(\"IceBaFIcicle\",0,0,-20,0,0,-3,0,1)\nICEL F 1\nICEL F 1 A_SpawnItemEx(\"IceBaFIcicle\",0,0,-20,0,0,-3,0,1)\nICEL G 2\n\nICEL E 0 A_CountDown\nloop\nDeath:\nICEL EFGEFGEFGEFG 2\nICEL DDCBCBAA 2\nstop\n}\n}\n\nactor IceBaFCloud2 : IceBaFCloud\n{\nvar int user_speed;\nvar int user_num;\nvar int user_time;\nvar int user_time_add;\nScale 4.0\nStates\n{\nSpawn:\nICEL A 0\nICEL A 0 A_SetUserVar(\"user_speed\",12)\nICEL A 0 A_SetUserVar(\"user_num\",600)\nICEL A 0 A_SetUserVar(\"user_time\",60)\nICEL A 0 A_SetUserVar(\"user_time_add\",6)\n\nICEL AABCBCDD 2\nICEL D 0 A_Stop\n\nSpawn2:\nTNT1 A 0 A_Setangle(angle-user_num/user_time)\nICEL E 1 A_ChangeVelocity(user_speed,0,0,3)\nTNT1 A 0 A_SetUserVar(\"user_time\",user_time+user_time_add)\nTNT1 A 0 A_Setangle(angle-user_num/user_time)\nICEL EEEE 0 A_SpawnItemEx(\"IceBaFIcicleFX\",random(0,-8),0,0,random(1,4),0,random(-1,-3),random(0,359),1)\nICEL E 0 A_SpawnItemEx(\"IceBaFIcicle\",0,0,-20,momx*0.2,0,-3,0,9)\nICEL E 1 A_ChangeVelocity(user_speed,0,0,3)\nTNT1 A 0 A_SetUserVar(\"user_time\",user_time+user_time_add)\nTNT1 A 0 A_Setangle(angle-user_num/user_time)\nICEL F 1 A_ChangeVelocity(user_speed,0,0,3)\nTNT1 A 0 A_SetUserVar(\"user_time\",user_time+user_time_add)\nTNT1 A 0 A_Setangle(angle-user_num/user_time)\nICEL F 1 A_ChangeVelocity(user_speed,0,0,3)\nTNT1 A 0 A_SetUserVar(\"user_time\",user_time+user_time_add)\nTNT1 A 0 A_Setangle(angle-user_num/user_time)\nICEL G 1 A_ChangeVelocity(user_speed,0,0,3)\nTNT1 A 0 A_SetUserVar(\"user_time\",user_time+user_time_add)\nTNT1 A 0 A_Setangle(angle-user_num/user_time)\nICEL G 1 A_ChangeVelocity(user_speed,0,0,3)\nTNT1 A 0 A_SetUserVar(\"user_time\",user_time+user_time_add)\nTNT1 A 0 A_CountDown\nloop\nDeath:\nICEL E 0 //A_Logint(angle)\nICEL E 0 A_Setangle(angle+78)\nICEL E 0 A_ChangeVelocity(-11,2,0,3)\nICEL EFGEFGEFGEFGEFGEFGEFGEFG 2\nstop\n}\n}\n\nactor IceBaFIcicle\n{\nPROJECTILE\n-NOGRAVITY\n+THRUGHOST\ndamagetype \"IceM_Icicle\"\nObituary \"$OB_ICERAIN\"\ngravity 2.0\nDamage (0)\nradius 10\nheight 16\nSpeed 0\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 0\nTNT1 A 2\nTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\")\ngoto Spawn1\nSpawn1:\nICEL TUV 3\nloop\nSpawn2:\nICEL WXY 3\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX1\",random(0,6),0,random(2,32),random(1,7),0,random(2,6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX2\",random(0,6),0,random(2,32),random(1,7),0,random(2,6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX3\",random(0,6),0,random(2,32),random(1,7),0,random(2,6),random(0,359),1)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_PlaySound(\"weapon/IceManBit\",1,0.5)\nTNT1 A 2 A_Explode(50,48,0,0,48)\nstop\n}\n}\n\nactor IceBaFIcicleFX\n{\n+MISSILE\n+DONTBLAST\n+NOGRAVITY\n+THRUACTORS\n+CLIENTSIDEONLY\n+FLOORCLIP\n+DONTSPLASH\nDamage (0)\nHeight 4\nRadius 4\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nICEL H 1 A_Fadeout(0.05)\nwait\n}\n}\n\nactor IceBaFIcicleFX1 : IceBaFIcicleFX\n{\n-NOGRAVITY\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Jump(256,\"S_K\",\"S_L\",\"S_M\")\nwait\nS_K:\nICEL K 35\nstop\nS_L:\nICEL L 35\nstop\nS_M:\nICEL M 35\nstop\nS_N:\nICEL N 35\nstop\nS_O:\nICEL O 35\nstop\nS_P:\nICEL P 35\nstop\nS_Q:\nICEL Q 35\nstop\nS_R:\nICEL R 35\nstop\nS_S:\nICEL S 35\nstop\n}\n}\nactor IceBaFIcicleFX2 : IceBaFIcicleFX1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Jump(256,\"S_N\",\"S_O\",\"S_P\")\nwait\n}\n}\nactor IceBaFIcicleFX3 : IceBaFIcicleFX1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Jump(256,\"S_Q\",\"S_R\",\"S_S\")\nwait\n}\n}\n\nactor IceBaF_SculptHelpX1\n{\nPROJECTILE\n+DONTBLAST\n+THRUACTORS\nDamage (0)\nRadius 16\nHeight 48\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptHelp\",0,0,0,0,0,0,0,1)\nstop\nDeath:\nTNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX2\",2,0,0,0,0,0,0,1)\nstop\n}\n}\nactor IceBaF_SculptHelpX2 : IceBaF_SculptHelpX1\n{\nStates\n{\nDeath:\nTNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX3\",2,0,0,0,0,0,0,1)\nstop\n}\n}\nactor IceBaF_SculptHelpX3 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX4\",2,0,0,0,0,0,0,1)stop}}\nactor IceBaF_SculptHelpX4 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX5\",2,0,0,0,0,0,0,1)stop}}\nactor IceBaF_SculptHelpX5 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX6\",2,0,0,0,0,0,0,1)stop}}\nactor IceBaF_SculptHelpX6 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX7\",2,0,0,0,0,0,0,1)stop}}\nactor IceBaF_SculptHelpX7 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX8\",2,0,0,0,0,0,0,1)stop}}\nactor IceBaF_SculptHelpX8 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelpX9\",2,0,0,0,0,0,0,1)stop}}\nactor IceBaF_SculptHelpX9 : IceBaF_SculptHelpX1{States{Death:TNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptHelp\",2,0,0,0,0,0,0,1)stop}}\n\nactor IceBaF_SculptHelp : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"weapon/IceManBit\",1,0.5)\nTNT1 A 0 A_Jump(8,\"S_P\",\"S_Q\",\"S_R\",\"S_S\",\"S_T\",\"S_U\")\nTNT1 A 0 A_Jump(32,\"S_L\",\"S_M\",\"S_N\",\"S_O\")\nTNT1 A 0 A_Jump(64,\"S_H\",\"S_I\",\"S_J\",\"S_K\")\nTNT1 A 0 A_Jump(128,\"S_D\",\"S_E\",\"S_F\",\"S_G\")\nTNT1 A 0 A_Jump(255,\"S_A\",\"S_B\",\"S_C\")\ngoto S_Z\nS_A:\nICEK A 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)\ngoto S_End\nS_B:ICEK B 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_C:ICEK C 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_D:ICEK D 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_E:ICEK E 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_F:ICEK F 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_G:ICEK G 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_H:ICEK H 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_I:ICEK I 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_J:ICEK J 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_K:ICEK K 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_L:ICEK L 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_M:ICEK M 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_N:ICEK N 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_O:ICEK O 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_P:ICEK P 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_Q:ICEK Q 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_R:ICEK R 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_S:ICEK S 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_T:ICEK T 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_U:ICEK U 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nRare1:\ngoto S_Z\nS_V:ICEK V 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_W:ICEK W 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_X:ICEK X 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_Y:ICEK Y 1 A_SpawnItemEx(\"IceBaF_Sculpt_M\",0,0,0,0,0,0,0,1)goto S_End\nS_Z:\ngoto S_End\nS_End:\nTNT1 A 1 A_SpawnItemEx(\"IceBaF_SculptFX\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\n//no memes allowed\nactor IceBaF_SculptFX : BasicClientSide\n{\nvar int user_A;\nreactiontime 20\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_A\",0)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptFX2\",14+user_A*0.1,0,-10+user_A*0.2,1,0,2,user_A,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptFX2\",14+user_A*0.1,0,-10+user_A*0.2,1,0,2,user_A+180,33)\nTNT1 A 0 A_SetUserVar(\"user_A\",user_A+30)\nTNT1 A 1 A_Countdown\ngoto Spawn+2\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor IceBaF_SculptFX2 : BasicClientSide\n{\nalpha 0.85\nscale 1.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,1,2,3,4)\nSpawn2:\nICEL HHJJ 1 A_FadeOut(0.05)\nloop\n}\n}\n\nactor IceBaF_SculptBase\n{\nPROJECTILE\ndamagetype \"IceM_Sculpt\"\nObituary \"$OB_ICEBLOCK\"\n\n+DONTRIP\n+DONTBLAST\n+NOGRAVITY//\n+NOEXPLODEFLOOR\n//+DONTSPLASH\n+QUICKTORETALIATE\n-NOBLOCKMAP\n+SHOOTABLE\n+DONTDRAIN\n+NOBLOOD\n+NOTARGETSWITCH\n//+NOPAIN\n+SOLID\n\n+CANPASS\n\n+DONTREFLECT\n\nBouncetype Classic//Desync fix?\n-BOUNCEONWALLS\n-BOUNCEONFLOORS\n-BOUNCEONCEILINGS\n-ALLOWBOUNCEONACTORS\n+CANBOUNCEWATER\n+NOEXPLODEFLOOR\nBounceFactor 1.0\nWallBounceFactor 0.0//Desync fix?\n\nRenderstyle Translucent\nAlpha 0.12\n\npainchance 0\npainchance \"IceM_Slow\", 256\npainchance \"IceM_Sculpt\", 256\npainchance \"IceM_Slasher\", 256\n\n//Species \"\"\ndamagefactor \"IceM_Slasher\", 0.5\ndamagefactor \"IceM_Slow\", 1.0\ndamagefactor \"IceM_Sculpt\", 1.0\ndamagefactor \"Fire\", 0.1 //MageStaff\ndamageFactor \"ConcreteShoulder\", 0.04\nmass 99999\nHealth 500\nReactiontime 1\nDamage (0)\nRadius 28\nHeight 64\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nICEK E 1\ngoto S_0\n\nS_A:\nICEK A 1\ngoto S_0\nS_B:\nICEK B 1\ngoto S_0\nS_C:\nICEK C 1\ngoto S_0\nS_D:\nICEK D 1\ngoto S_0\nS_E:\nICEK E 1\ngoto S_0\nS_F:\nICEK F 1\ngoto S_0\nS_G:\nICEK G 1\ngoto S_0\nS_H:\nICEK H 1\ngoto S_0\nS_I:\nICEK I 1\ngoto S_0\nS_J:\nICEK J 1\ngoto S_0\nS_K:\nICEK K 1\ngoto S_0\nS_L:\nICEK L 1\ngoto S_0\nS_M:\nICEK M 1\ngoto S_0\nS_N:\nICEK N 1\ngoto S_0\nS_O:\nICEK O 1\ngoto S_0\nS_P:\nICEK P 1\ngoto S_0\nS_Q:\nICEK Q 1\ngoto S_0\nS_R:\nICEK R 1\ngoto S_0\nS_S:\nICEK S 1\ngoto S_0\nS_T:\nICEK T 1\ngoto S_0\nS_U:\nICEK U 1\ngoto S_0\nS_V:\nICEK V 0\nICEK V 1 A_GiveInventory(\"IcicleAmmo\",1)\ngoto S_0\nS_W:\nICEK W 0\nICEK W 1 A_GiveInventory(\"IcicleAmmo\",1)\ngoto S_0\nS_X:\nICEK X 0\nICEK X 1 A_GiveInventory(\"IcicleAmmo\",1)\ngoto S_0\nS_Y:\nICEK Y 0\nICEK Y 1 A_GiveInventory(\"IcicleAmmo\",1)\ngoto S_0\nS_Z:\nICEK Z 0\nICEK Z 1 A_GiveInventory(\"IcicleAmmo\",1)\ngoto S_0\n\nS_0:\n\"####\" \"#\" 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\"####\" \"###########\" 1 A_FadeIn(0.08)\n//\"####\" \"#\" 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\"####\" \"#\" 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"DeathTime\")\n\"####\" \"#\" 1 A_JumpIfCloser(32,\"DeathTime\")//Change to A_RadiusGive with CubeCheck\n\"####\" \"#\" 0 A_JumpIfInventory(\"IcicleAmmo\",1,\"Spawn2\")\ngoto Spawn1\nSpawn1:\n\"####\" \"#\" 2 A_SpawnItemEx(\"IceBaF_SculptFX2\",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359),1,0)\n\"####\" \"#\" 2 A_GiveInventory(\"WeaponCharge\",1)\n\"####\" \"#\" 0 A_JumpIfInventory(\"WeaponCharge\",100,\"DeathTime\")\nloop\nSpawn2:\n\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\",1)\n\"####\" \"##\" 1 A_SpawnItemEx(\"IceBaF_SculptFX2\",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359),1,0)\n\"####\" \"#\" 2 A_GiveInventory(\"WeaponCharge\",1)\n\"####\" \"#\" 0 A_JumpIfInventory(\"WeaponCharge\",250,\"DeathTime\")\ngoto Spawn2+1\n\nDeath.IceM_Slasher:\nPain.IceM_Slasher:\n\"####\" \"#\" 0\ngoto SuperDeath\n\nDeath.IceM_Slow:\nPain.IceM_Slow:\n\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\",1)\n\"####\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",1)\ngoto SuperDeath\n\nDeath.IceM_Sculpt:\nPain.IceM_Sculpt:\n\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\",1)\n\"####\" \"#\" 2 A_ChangeFlag(\"NOPAIN\",1)\ngoto SuperDeath\n\nDeathTime:\n\"####\" \"#\" 1 A_CountDown\nwait\n\nSuperDeath:\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseDeath\",0,0,24,0,0,0,0,1)\nstop\n\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseDeath\",0,0,24,0,0,0,0,1)\nstop\n}\n}\n\nactor IceBaF_SculptBaseDeath : BasicExplosion\n{\ndamagetype \"IceM_Sculpt\"\nObituary \"$OB_ICEBLOCK\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_PlaySound(\"weapon/IceManBreak\",1,0.75)\nTNT1 A 6 A_Explode(150,196,0,0,80)\nstop\n}\n}\n\nactor IceBaF_SculptBaseFX : BasicClientSide\n{\nvar int user_A;\nreactiontime 12\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_A\",random(0,30))\n\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",10,0,0,40,0,5,user_A,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",10,0,0,40,0,-5,user_A+15,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",8,0,6,30,0,20,user_A,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",8,0,-6,30,0,-20,user_A,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",6,0,8,20,0,30,user_A+15,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",6,0,-8,20,0,-30,user_A+15,33)\n\nTNT1 A 0 A_SetUserVar(\"user_A\",user_A+30)\nTNT1 A 0 A_Countdown\ngoto Spawn+2\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",0,0,10,0,0,35,0,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFX2\",0,0,-10,0,0,-35,0,33)\nstop\n}\n}\n\nactor IceBaF_SculptBaseFXX : BasicClientSide\n{\nvar int user_A;\nreactiontime 12\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_A\",random(0,30))\n\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",10,0,0,40,0,5,user_A,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",10,0,0,40,0,-5,user_A+15,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",8,0,6,30,0,20,user_A,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",8,0,-6,30,0,-20,user_A,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",6,0,8,20,0,30,user_A+15,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",6,0,-8,20,0,-30,user_A+15,33)\n\nTNT1 A 0 A_SetUserVar(\"user_A\",user_A+30)\nTNT1 A 0 A_Countdown\ngoto Spawn+2\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",0,0,10,0,0,35,0,33)\nTNT1 A 0 A_SpawnItemEx(\"IceBaF_SculptBaseFXX2\",0,0,-10,0,0,-35,0,33)\nstop\n}\n}\n\nactor IceBaF_SculptBaseFX2 : BasicClientSide\n{\nRenderstyle Translucent\nAlpha 0.95\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\")\nSpawn1:\nICEL H 2\nICEL JJH 1 A_FadeOut(0.2)\nstop\nSpawn2:\nICEL J 2\nICEL HHJ 1 A_FadeOut(0.2)\nstop\n}\n}\n\nactor IceBaF_SculptBaseFXX2 : BasicClientSide\n{\nRenderstyle Translucent\nAlpha 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\")\nSpawn1:\n//ICEL H 2\nICEL JJH 1 A_FadeOut(0.2)\nstop\nSpawn2:\n//ICEL J 2\nICEL HHJ 1 A_FadeOut(0.2)\nstop\n}\n}\n\nactor IceBaF_SculptBit\n{\nPROJECTILE\ndamagetype \"IceM_Sculpt\"\nObituary \"$OB_ICEBLOCKBIT\"\n-NOGRAVITY\nDamage (80)\nRadius 10\nHeight 10\nSpeed 25\nscale 2.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,12,0,1)\nTNT1 A 0 A_Jump(256,1,2)\nICEL H 1\nwait\nICEL J 1\nwait\nDeath:\nTMFX C 0 A_Stop\nTMFX C 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTMFX CD 2\nstop\n}\n}\n\nactor IceBaF_Sculpt_A : IceBaF_SculptBase//Foot Holder\n{\nStates\n{\nSpawn:\ngoto S_A\n}\n}\n\nactor IceBaF_Sculpt_B : IceBaF_SculptBase{Scale 1.75 States{Spawn:goto S_B}}//Bigeye\nactor IceBaF_Sculpt_C : IceBaF_SculptBase{States{Spawn:goto S_C}}//Crazy Razy\nactor IceBaF_Sculpt_D : IceBaF_SculptBase{States{Spawn:goto S_D}}//Roll Pose\nactor IceBaF_Sculpt_E : IceBaF_SculptBase{States{Spawn:goto S_E}}//Megaman Firing\nactor IceBaF_Sculpt_F : IceBaF_SculptBase{Scale 2.75 States{Spawn:goto S_F}}//Pepe\nactor IceBaF_Sculpt_G : IceBaF_SculptBase{States{Spawn:goto S_G}}//Gutsman Statue\nactor IceBaF_Sculpt_H : IceBaF_SculptBase{Scale 3.0 States{Spawn:goto S_H}}//Telly\nactor IceBaF_Sculpt_I : IceBaF_SculptBase{Scale 3.0 States{Spawn:goto S_I}}//Tank with an 'I'\nactor IceBaF_Sculpt_J : IceBaF_SculptBase{States{Spawn:goto S_J}}//Balloon\nactor IceBaF_Sculpt_K : IceBaF_SculptBase{States{Spawn:goto S_K}}//Bomb Platform '5'\nactor IceBaF_Sculpt_L : IceBaF_SculptBase{States{Spawn:goto S_L}}//Megaman 6 Barrel Met\nactor IceBaF_Sculpt_M : IceBaF_SculptBase{Scale 2.0 States{Spawn:goto S_M}}//Frostman RMC8 Cube\nactor IceBaF_Sculpt_N : IceBaF_SculptBase{Scale 2.0 States{Spawn:goto S_N}}//Guts Rock\nactor IceBaF_Sculpt_O : IceBaF_SculptBase{Scale 2.0 States{Spawn:goto S_O}}//Chillman Cube\nactor IceBaF_Sculpt_P : IceBaF_SculptBase{States{Spawn:goto S_P}}//Chill Penguin\nactor IceBaF_Sculpt_Q : IceBaF_SculptBase{States{Spawn:goto S_Q}}//Ducktales Yeti\nactor IceBaF_Sculpt_R : IceBaF_SculptBase{States{Spawn:goto S_R}}//Earthworm Jim//Rockman DX3 Ice\nactor IceBaF_Sculpt_S : IceBaF_SculptBase{States{Spawn:goto S_S}}//Snow Bro\nactor IceBaF_Sculpt_T : IceBaF_SculptBase{States{Spawn:goto S_T}}//Statue Mario\nactor IceBaF_Sculpt_U : IceBaF_SculptBase{Scale 2.0 States{Spawn:goto S_U}}//Frozen Bass\nactor IceBaF_Sculpt_V : IceBaF_SculptBase{States{Spawn:goto S_V}}//Ribbon\nactor IceBaF_Sculpt_W : IceBaF_SculptBase{Scale 3.25 States{Spawn:goto S_W}}//Pitch\nactor IceBaF_Sculpt_X : IceBaF_SculptBase{States{Spawn:goto S_X}}//Cutmanmike\nactor IceBaF_Sculpt_Y : IceBaF_SculptBase{States{Spawn:goto S_Y}}//Bonerman\nactor IceBaF_Sculpt_Z : IceBaF_SculptBase{Scale 3.10 States{Spawn:goto S_Z}}//Devileye\n\nactor IcemanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"IceSlasherB\",0,1,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"IceSlasherBB\",0,1,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"IceSlasherBR\",0,1,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"IceSlasherBO\",0,1,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"IceSlasherBP\",0,1,0,0)\ngoto Done\n}\n}\n\nactor IcemanAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaser\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaserB\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaserR\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaserO\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaserP\",0,0,8,0)\ngoto Done\n}\n}\n\nactor IcemanAltX_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaser2\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaser2B\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaser2R\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaser2O\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"IceBaFLaser2P\",0,0,8,0)\ngoto Done\n}\n}\n\nactor IcemanAlt1_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuyB\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuyR\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuyO\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuyP\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\n}\n}\n\nactor IcemanAlt2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy2\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy2B\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy2R\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy2O\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy2P\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\n}\n}\n\nactor IcemanAlt3_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy3\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy3B\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy3R\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy3O\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CoolestGuy3P\",random(-12,12),0,8,0,0,random(-7,7))\ngoto Done\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/OilSliderBoss.txt",
        "contents": "actor OilSliderBoss : BaseMM8BDMWep_CBM\n{\nTag \"$TAGC_1H\"\ndropitem \"OilSliderWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nObituary \"$OB_OILSLIDER\"\nweapon.ammotype \"SkateOrSlideAmmo\"\nweapon.ammotype2 \"ExtraOilAmmo\"\nstates\n{\nSpawn:\nC_01 H 1\nloop\nReady:\nOILA X 0 ACS_ExecuteAlways(998,0,DYE_OILMAN)\nOILA X 0 A_GunFlash(\"Flash.Wait\",1)\nOILA X 0 A_TakeInventory(\"OilCheck\",999)\nOILA X 0 A_GiveInventory(\"OilmanIsDone\",1)\ngoto Ready1\nReady1:\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_JumpIfInventory(\"PowerRage_ST\",1,3)\nOILA X 1 A_WeaponReady\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 1 A_WeaponReady\nOILA X 0 A_GiveInventory(\"ExtraOilAmmo\",4)\nloop\nReady2:\nOILA X 10 A_WeaponReady\ngoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nOILA X 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nOILA X 1 A_Raise\nLoop\nFire:\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\ngoto FireH1\nFireH1:\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",20,\"FireH3\")\nOILA X 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",10,\"FireH2\")\nOILA X 1 A_GiveInventory(\"SkateOrSlideAmmo_RC\",1)\nOILA X 0 A_ReFire(\"FireH1.a\")\ngoto Fire1\nFireH1.a:\nOILA X 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_ReFire(\"FireH1.b\")\ngoto Fire1\nFireH1.b:\nOILA X 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_ReFire(\"FireH1.c\")\ngoto Fire1\nFireH1.c:\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",20,\"FireH3\")\nOILA X 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",10,\"FireH2\")\nOILA X 1 A_GiveInventory(\"SkateOrSlideAmmo_RC\",1)\nOILA X 0 A_ReFire(\"FireH1.d\")\ngoto Fire1\nFireH1.d:\nOILA X 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_ReFire(\"FireH1.e\")\ngoto Fire1\nFireH1.e:\nOILA X 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_ReFire(\"FireH1.c\")\ngoto Fire1\n\nFireH2:\nOLHC A 0 A_PlaySoundEx(\"weapon/oilcharge\",\"Weapon\")\nFireH2.a:\nOLHC A 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC A 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",20,\"FireH3\")\nOLHC A 1 Offset(6,32) A_GiveInventory(\"SkateOrSlideAmmo_RC\",1)\nOLHC A 0 A_ReFire(\"FireH2.b\")\ngoto Fire2\nFireH2.b:\nOLHC A 1 Offset(-6,32) A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC A 0 A_ReFire(\"FireH2.c\")\ngoto Fire2\nFireH2.c:\nOLHC A 0 Offset(1,32) A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC A 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",20,\"FireH3\")\nOLHC A 1 A_GiveInventory(\"SkateOrSlideAmmo_RC\",1)\nOLHC A 0 A_ReFire(\"FireH2.d\")\ngoto Fire2\nFireH2.d:\nOLHC A 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC A 0 A_ReFire(\"FireH2.e\")\ngoto Fire2\nFireH2.e:\nOLHC A 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC A 0 A_ReFire(\"FireH2.f\")\ngoto Fire2\nFireH2.f:\nOLHC A 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC A 0 A_ReFire(\"FireH2.c\")\ngoto Fire2\n\nFireH3:\nOLHC C 0 A_PlaySoundEx(\"weapon/oilcharge2\",\"Weapon\")\nFireH3.a:\nOLHC C 1 Offset(6,32) A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC C 0 A_ReFire(\"FireH3.b\")\ngoto Fire3\nFireH3.b:\nOLHC C 1 Offset(-6,32) A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC C 0 A_ReFire(\"FireH3.c\")\ngoto Fire3\nFireH3.c:\nOLHC C 0 Offset(1,32) A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC C 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire3\")\nOLHC C 1 A_GiveInventory(\"SkateOrSlideAmmo_RC\",1)\nOLHC C 0 A_ReFire(\"FireH3.d\")\ngoto Fire3\nFireH3.d:\nOLHC C 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC C 0 A_ReFire(\"FireH3.e\")\ngoto Fire3\nFireH3.e:\nOLHC C 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC C 0 A_ReFire(\"FireH3.f\")\ngoto Fire3\nFireH3.f:\nOLHC C 1 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOLHC C 0 A_ReFire(\"FireH3.c\")\ngoto Fire3\n\nBotFire3:\nOILA ] 0 A_Jump(16,\"Fire3\")\nOILA ] 0 A_ReFire(\"FireH3\")\ngoto Fire3\n\nFire1:\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_PlaySoundEx(\"weapon/OilShotX\",\"Weapon\")\n//OILA Y 2\nOILA Y 2 OffSet(3,29)\nOILA Y 1 A_GiveInventory(\"OilmanMain1_CI\",1)\ngoto FireEnd\nFireEnd:\nOILA Z 2\nOILA Y 2 A_TakeInventory(\"SkateOrSlideAmmo\",999)\nOILA X 6 A_WeaponReady(14)\nOILA X 0 A_Refire(\"FireH1\")\ngoto Ready1\nFire2:\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILA X 0 A_PlaySoundEx(\"weapon/OilShotX\",\"Weapon\")\n//OILA ZY 1\nOILA Y 1 OffSet(3,29)\nOILA Y 1 OffSet(6,26)\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShot\",\"Weapon\")\nOILA Z 1 A_GiveInventory(\"OilmanMain2_CI\",1)\nOILA ZZ 1\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShot\",\"Weapon\")\nOILA Z 1 A_GiveInventory(\"OilmanMain2_CI\",1)\nOILA YY 1 OffSet(3,29)\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShot\",\"Weapon\")\nOILA Z 0 A_GiveInventory(\"OilmanMain2_CI\",1)\nOILA Z 1 A_WeaponReady(14)\ngoto FireEnd\nFire3:\nOILA Z 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\n//OILA ZZZZZ 3 A_GiveInventory(\"OilmanMain3_CI\",1)\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShotX\",\"Weapon\")\nOILA Y 0 A_GiveInventory(\"OilmanMain3_CI\",1)\n//OILA ZZY 1\nOLHC B 1 OffSet(3,29)\nOLHC B 1 OffSet(6,26)\nOLHC B 1 OffSet(9,23)\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShot\",\"Weapon\")\nOILA Y 0 A_GiveInventory(\"OilmanMain3_CI\",1)\nOILA ZZY 1\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShot\",\"Weapon\")\nOILA Y 0 A_GiveInventory(\"OilmanMain3_CI\",1)\nOILA YZZ 1 OffSet(6,26)\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShot\",\"Weapon\")\nOILA Y 0 A_GiveInventory(\"OilmanMain3_CI\",1)\nOILA YYZ 1 OffSet(3,29)\nOILA Z 0 A_PlaySoundEx(\"weapon/OilShot\",\"Weapon\")\nOILA Y 0 A_GiveInventory(\"OilmanMain3_CI\",1)\nOILA ZYY 1 A_WeaponReady(14)\ngoto FireEnd\n\nSlideBegin:\nOILA X 0 A_JumpIfInventory(\"OilSledDelay\",1,\"SlideEndOnGod\")\nOILA X 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",1,\"SlideEndX\")\n\nOILA X 0 A_JumpIfInventory(\"OilmanJump\",1,\"OilPogo\")\nOILA X 0 SetPlayerProperty(0,1,0)\n\nOILA X 0 A_GiveInventory(\"OilSledFlag\",42)\nOILA X 0 A_GiveInventory(\"OilmanJump\",1)\nOILA X 0 A_GiveInventory(\"OilBoat\",1)\nOILA X 0 A_TakeInventory(\"OilmanIsDone\",9)\nOILA X 0 A_GunFlash(\"Flash.Slide\",0)\nOILA X 0 A_JumpIfInventory(\"IsBot\",1,\"BotSlide\")\nGoto Slide+1\n\nSlide:\nOILA X 0 A_TakeInventory(\"OilSledFlag\",1)\nOILA X 0 SetPlayerProperty(0,1,0)\nOILA X 0 A_JumpIfInventory(\"IsUnderWater\",1,\"UnderWater\")\nGoto SlideContinue\n\nUnderWater:\nOILA X 0 A_JumpIf(z-floorz>32,1)\nGoto SlideContinue\nOILA X 0 A_JumpIf(momz<=0,2)\nOILA X 0 ThrustThingZ(0,7,0,1)\nGoto SlideContinue\nOILA X 0 A_GiveInventory(\"FlyActivate\",1)\nOILA X 0 ThrustThingZ(0,5,0,0)\nGoto SlideContinue+1\n\nSlideContinue:\nOILA X 0 A_GiveInventory(\"FlyDeactivate\",1)\nOILA X 0 A_SpawnItemEx(\"SliderDamagerB\",24,0,10,momx,momy,momz,0,8,0)\nOILA X 2 A_WeaponReady(2)\nOILA X 0 A_JumpIfInventory(\"OilmanFingerSnapF\",1,\"DoTheSlideFlash.B\")\nOILA X 2 A_WeaponReady(2)\nOILA X 0 A_JumpIfInventory(\"OilmanFingerSnapF\",1,\"DoTheSlideFlash.B\")\nOILA X 0 A_JumpIfInventory(\"OilSledFlag\",1,\"Slide\")\nGoto SlideEnd\n//\nDoTheSlideFlash.B:\nOILA X 0 A_GunFlash(\"Flash.SnapSlide\",0)\ngoto SlideContinue\n\nBotSlide:\nOILA X 0 A_SpawnItemEx(\"SliderDamagerB\",24,0,10,momx,momy,momz,0,8,0)\nOILA X 5\nOILA X 0 A_PlaySoundEx(\"weapon/OilSlider\",\"Weapon\")\nOILA X 0 A_GiveInventory(\"CutterFlag\",1)\nOILA X 0 A_TakeInventory(\"OilSliderFlag\",1)\nOILA X 0 A_JumpIfInventory(\"Cutterflag\",15,1)\nLoop\nOILA X 0 A_TakeInventory(\"Cutterflag\",999)\nOILA X 0 A_Jump(224,\"OilPogo\")\nGoto SlideEnd\n\nOilPogo:\nOILA X 0 A_GiveInventory(\"OilPogo_P\",1)\nGoto SlideEnd\n\nSlideEndX:\nOILA X 0 A_SpawnItemEx(\"OilSliderBShot\",2,0,2,20,0,0,0,1)\nOILA X 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",20,\"SlideEndX2\")\nOILA X 0 A_JumpIfInventory(\"SkateOrSlideAmmo\",10,\"SlideEndX1\")\nOILA X 1 A_TakeInventory(\"OilCheck\",999)\ngoto FireH1\nSlideEndX1:\nOILA Y 1 A_TakeInventory(\"OilCheck\",999)\ngoto FireH2\nSlideEndX2:\nOILA A 1 A_TakeInventory(\"OilCheck\",999)\ngoto FireH3\n\nSlideEnd:\nOILA X 0 A_GiveInventory(\"OilStaminaFlag_P\",1)\nOILA X 0 SetPlayerProperty(0,0,0)\nOILA X 0 A_GiveInventory(\"FlyDeactivate\",1)\nOILA X 0 A_StopSound(CHAN_WEAPON)\nOILA X 0 A_GiveInventory(\"OilmanIsDone\",1)\nOILA X 0 A_TakeInventory(\"OilSoundTime\",999)\nOILA X 0 A_TakeInventory(\"OilSledFlag\",999)\nOILA X 0 A_TakeInventory(\"OilCheck\",999)\nOILA X 0 A_TakeInventory(\"OilBoat\",999)\nOILA X 0 A_TakeInventory(\"OilmanJump\",999)\nOILA X 0 A_TakeInventory(\"OilmanFingerSnapF\",99)\nOILA X 0 A_GiveInventory(\"OilSledDelay\",70)\nOILA X 0 A_SpawnItemEx(\"OilSledDelayHelper\")\nOILA XXX 2\ngoto Ready2\n\nSlideEndOnGod:\nOILA X 1 A_TakeInventory(\"OilCheck\",999)\ngoto Ready2\n\nAltfire:\nOILA X 0\nOILA X 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideSpill\")\nOILA Z 0 A_PlaySoundEx(\"weapon/oilshot\",\"Weapon\")\nOILA Z 0 A_GiveInventory(\"OilmanAlt1_CI\",1)\nOILA X 1\nOILA Y 2 OffSet(6,26)A_GiveInventory(\"ExtraOilAmmo\",4)\nOILA Z 2 OffSet(3,29)\nOILA Z 1 A_GiveInventory(\"ExtraOilAmmo\",4)\nOILA Y 1 A_WeaponReady(14)\nOILA X 2 A_GiveInventory(\"ExtraOilAmmo\",4)\ngoto Ready1\n\nSlideSpill:\nOILA Z 0 A_JumpIfInventory(\"OilStaminaFlag\",1,1)\ngoto AFireEndX\nOILA Z 0 A_GiveInventory(\"OilSledFlag\", 3)\nOILA Z 0 A_GiveInventory(\"FlyDeactivate\",1)\nOILA Z 0 A_JumpIfInventory(\"IsBot\",1,\"BotSlide\")\nOILA Z 0 A_TakeInventory(\"OilSledFlag\",1)\nOILA Z 0 A_TakeInventory(\"OilStaminaFlag\",1)\nOILA Z 0 A_PlaySoundEx(\"weapon/oilshot\",\"SoundSlot6\")\nOILA Z 0 A_GiveInventory(\"OilmanAlt2_CI\",1)\ngoto AFireEndX\n\nAFireEndX:\nOILA Z 0 A_SpawnItemEx(\"SliderDamagerBX\",24,0,2,momx,momy,momz,0,8,0)\nOILA Y 2 A_WeaponReady(10)\nOILA Z 0 A_JumpIfInventory(\"OilmanFingerSnapF\",1,\"DoTheSlideFlash\")\nOILA Z 2 A_WeaponReady(10)\nOILA Z 0 A_JumpIfInventory(\"OilmanFingerSnapF\",1,\"DoTheSlideFlash\")\nOILA X 0 A_JumpIfInventory(\"OilSledFlag\",1,\"SlideX\")\nGoto SlideEnd\n\n//\nDoTheSlideFlash:\nOILA X 0 A_GunFlash(\"Flash.SnapSlide\",0)\ngoto AFireEndX\n//\n\nSlideX:\nOILA X 0 A_TakeInventory(\"OilSledFlag\",1)\nOILA X 0 A_JumpIfInventory(\"IsUnderWater\",1,\"UnderWater\")\nOILA X 0 A_GiveInventory(\"FlyDeactivate\",1)\nGoto SlideSpillX\n\nSlideSpillX://This is here to check if you're still holding altfire and deal no damage.\nOILA XX 2 A_WeaponReady(2)\nOILA X 0 A_JumpIfInventory(\"OilSledFlag\",1,\"Slide\")\nGoto SlideEnd\n\nFlash:\nTNT1 A 1 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"OilmanFingerSnapF\",1,\"Flash.Snap\")\nloop\n\nFlash.Slide:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"ExtraOilAmmo\",4)\nTNT1 A 2 A_GiveInventory(\"OilSledThrust\",1)\nTNT1 A 0 A_JumpIfInventory(\"OilmanJump\",1,\"Flash.Slide\")\ngoto Flash\n\nFlash.Snap:\nTNT1 A 0 A_GiveInventory(\"VivifyDelay4\",1)\nTNT1 A 0 A_GiveInventory(\"MoreOilMOREOIL\",1)\nOILA TU 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nOILA V 1 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nOILA W 0 A_PlaySoundEx(\"weapon/OilSnap\",\"SoundSlot7\")\nOILA W 0 A_GiveInventory(\"OilmanOther_CI\",1)\nOILA W 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nOILA VVVVVUT 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_TakeInventory(\"OilmanFingerSnapF\",9)\ngoto Flash\n\nFlash.SnapSlide:\nTNT1 A 0 A_TakeInventory(\"OilmanFingerSnapF\",9)\nTNT1 A 0 A_GiveInventory(\"MoreOilMOREOIL\",1)\nTNT1 A 0 A_GiveInventory(\"VivifyDelay4\",1)\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA T 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA U 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA V 1 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nOILA W 0 A_PlaySoundEx(\"weapon/OilSnap\",\"SoundSlot7\")\nOILA W 0 A_GiveInventory(\"OilmanOther_CI\",1)\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA W 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA V 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA V 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA V 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA V 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA V 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA U 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nOILA T 2 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"OilSledThrust\",1)\nTNT1 A 0 A_TakeInventory(\"OilmanFingerSnapF\",9)\ngoto Flash.Slide\n\n}\n}\n\nactor SkateOrSlideAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 20\n+INVENTORY.IGNORESKILL\n}\n\nactor ExtraOilAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 112 //224 : 2 = 112\n+INVENTORY.IGNORESKILL\n}\n\nactor OilStaminaFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 252\n}\n\nactor OilSledFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 56\n}\n\nactor OilSledAirTime : Inventory\n{\ninventory.amount 1\ninventory.maxamount 5\n}\n\nactor OilSledDelay : Inventory\n{\ninventory.amount 1\ninventory.maxamount 70\n}\n\nactor OilmanJump : OnceC {}\nactor OilmanFingerSnapF : Powerup {powerup.duration 3 inventory.maxamount 1}\nactor MoreOilMOREOIL : Powerup {powerup.duration 35 inventory.maxamount 1}\nactor OilmanIsDone : OnceC {}\n\nactor OilSledDelayHelper : BasicHelper\n{\nreactiontime 71\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"OilSledDelay\",1)\nTNT1 A 1 A_Countdown\nloop\n}\n}\n\nactor OilmanItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"OilMIcon\"\ninventory.pickupmessage \"Hey, you add fire to me, and we're in for some serious trouble! Not a thing'll be left!\"\nscale 2.0\n+INVBAR\nstates\n{\nSpawn:\nOILA ^ 1\nwait\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MoreOilMOREOIL\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"ExtraOilAmmo\",112,\"Use2\")\nfail\nUse2:\n//TNT1 A 0 A_PlaySoundEx(\"item/ItemUseMM9\",\"SoundSlot6\")\nTNT1 A 0 A_GiveInventory(\"OilmanFingerSnapF\",1)\nfail\nNo:\nTNT1 A 0\nfail\n\n}\n}\n\nactor SkateOrSlideAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"SkateOrSlideAmmo\",1)\nTNT1 A 0 A_GiveInventory(\"ExtraOilAmmo\",4)\nstop\nPickupR:\nTNT1 A 0 A_GiveInventory(\"SkateOrSlideAmmo\",2)\nTNT1 A 0 A_GiveInventory(\"ExtraOilAmmo\",8)\nstop\n}\n}\nactor OilStaminaFlag_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"OilStaminaFlag\",1)\nstop\nPickupR:\nTNT1 A 0 A_GiveInventory(\"OilStaminaFlag\",2)\nstop\n}\n}\n\nactor OilSledThrust : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Ground\")\nTNT1 A 0 A_Recoil(-2)\ngoto End\nGround:\nTNT1 A 0 A_Recoil(-4)\ngoto End\nEnd:\nTNT1 A 0 A_JumpIfInventory(\"OilSoundTime\",1,\"No\")\nTNT1 A 0 A_PlaySoundEx(\"weapon/OilSlider\",\"Weapon\")\nTNT1 A 0 A_GiveInventory(\"OilSoundTime\",1)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor OilPogo_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_ScaleVelocity(0.75)\nTNT1 A 0 A_JumpIf(z-floorz!=0,\"Ground\")\nstop\nGround:\nTNT1 A 0 A_PlaySoundEx(\"weapon/OilJump\",\"Body\")\nTNT1 A 0 ThrustThingZ(0,45,0,0)\nstop\n}\n}\n\nactor OilStaminaFlag_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"OilStaminaFlag\",252,\"No\")\nTNT1 A 0 A_SpawnItemEx(\"OilStaminaFlag_Helper\")\nstop\nNo:\nTNT1 A 0\nstop\n\n}\n}\n\nactor OilStaminaFlag_Helper : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAA 1 A_JumpIfInTargetInventory(\"OilmanJump\",1,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 AAAAAAAA 1 A_JumpIfInTargetInventory(\"OilmanJump\",1,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 AAAAAAAA 1 A_JumpIfInTargetInventory(\"OilmanJump\",1,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 AAAAAAAA 1 A_JumpIfInTargetInventory(\"OilmanJump\",1,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 AAAAAAAA 1 A_JumpIfInTargetInventory(\"OilmanJump\",1,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\ngoto SpawnGive\nSpawnGive:\nTNT1 A 0 A_JumpIfInTargetInventory(\"OilmanJump\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"OilStaminaFlag\",252,\"Death\")\nTNT1 A 1 A_GiveToTarget(\"OilStaminaFlag_RC\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\n}\n}\n\nactor OilShotB\n{\nTranslation \"192:192=68:68\",\"198:198=78:78\",\"250:250=218:218\",\"249:249=43:43\"\nPROJECTILE\ndamagetype \"OilM_Shot\"\nObituary \"$OB_OILSLIDER\"\n-NOGRAVITY\n+THRUSPECIES\nSpecies \"OilThing\"\nDamage (120)\nRadius 8\nHeight 5\nspeed 28\nScale 2.0\nStates\n{\nSpawn:\nX_1H B 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_1H B 0 ThrustThingZ(0,6,0,1)\nX_1H B 5\nwait\nCrash:\nXDeath:\nX_1H B 1\nstop\nDeath:\nX_1H B 0\nX_1H B 0 A_JumpIf(z-floorz<=0,\"Death2\")\nX_1H B 1 A_GiveInventory(\"CutterFlag\",1)\nX_1H B 0 A_JumpIfInventory(\"CutterFlag\",175,\"Xdeath\")\nloop\nDeath2:\nX_1H B 1 A_SpawnItemEx(\"OilmanBlob\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor OilShotBB : OilShotB{Translation\"192:192=205:205\",\"198:198=74:74\",\"250:250=196:196\",\"249:249=199:199\"}\nactor OilShotBR : OilShotB{Translation\"192:192=171:171\",\"198:198=41:41\",\"250:250=170:170\",\"249:249=43:43\"}\nactor OilShotBO : OilShotB{Translation\"192:192=104:104\",\"198:198=128:128\",\"250:250=138:138\",\"249:249=131:131\"}\nactor OilShotBP : OilShotB{Translation\"192:192=229:229\",\"198:198=232:232\",\"250:250=214:214\",\"249:249=223:223\"}\n\nactor OilShot2 : OilShotB{Damage (120) speed 36}\n\nactor OilShot2B : OilShotBB{Damage (120) speed 36}\nactor OilShot2R : OilShotBR{Damage (120) speed 36}\nactor OilShot2O : OilShotBO{Damage (120) speed 36}\nactor OilShot2P : OilShotBP{Damage (120) speed 36}\n\nactor OilShot3 : OilShot2{Damage (120) speed 52}\n\nactor OilShot3B : OilShotBB{Damage (120) speed 52}\nactor OilShot3R : OilShotBR{Damage (120) speed 52}\nactor OilShot3O : OilShotBO{Damage (120) speed 52}\nactor OilShot3P : OilShotBP{Damage (120) speed 52}\n\nactor OilSpill : OilShotB\n{\nDamage (80)\nRadius 12\nHeight 8\nspeed 28\nStates\n{\nSpawn:\nX_1H G 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_1H G 5 A_CheckFloor(\"Death\")\nloop\nCrash:\nXDeath:\nX_1H G 1\nstop\nDeath:\nX_1H G 0\nX_1H G 0 A_JumpIf(z-floorz<=0,\"Death2\")\nX_1H G 1 A_GiveInventory(\"CutterFlag\",1)\nX_1H G 0 A_JumpIfInventory(\"CutterFlag\",88,\"Xdeath\")\nloop\nDeath2:\nX_1H G 1 A_SpawnItemEx(\"OilSpillBlob\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor OilSpillB : OilSpill{Translation\"192:192=205:205\",\"198:198=74:74\",\"250:250=196:196\",\"249:249=199:199\"}\nactor OilSpillR : OilSpill{Translation\"192:192=171:171\",\"198:198=41:41\",\"250:250=170:170\",\"249:249=43:43\"}\nactor OilSpillO : OilSpill{Translation\"192:192=104:104\",\"198:198=128:128\",\"250:250=138:138\",\"249:249=131:131\"}\nactor OilSpillP : OilSpill{Translation\"192:192=229:229\",\"198:198=232:232\",\"250:250=214:214\",\"249:249=223:223\"}\n\nactor OilSpillX : OilSpill\n{\n+DONTSPLASH\nDamage (40)\nRadius 8\nHeight 5\nspeed 40\nScale 2.0\nStates\n{\nDeath:\nX_1H G 0\nX_1H G 0 A_JumpIf(z-floorz<=0,\"Death2\")\nX_1H G 1 A_GiveInventory(\"CutterFlag\",1)\nX_1H G 0 A_JumpIfInventory(\"CutterFlag\",44,\"Xdeath\")\nloop\nDeath2:\nX_1H G 1 A_SpawnItemEx(\"OilSpillBlobX\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor OilSpillXB : OilSpillX{Translation\"192:192=205:205\",\"198:198=74:74\",\"250:250=196:196\",\"249:249=199:199\"}\nactor OilSpillXR : OilSpillX{Translation\"192:192=171:171\",\"198:198=41:41\",\"250:250=170:170\",\"249:249=43:43\"}\nactor OilSpillXO : OilSpillX{Translation\"192:192=104:104\",\"198:198=128:128\",\"250:250=138:138\",\"249:249=131:131\"}\nactor OilSpillXP : OilSpillX{Translation\"192:192=229:229\",\"198:198=232:232\",\"250:250=214:214\",\"249:249=223:223\"}\n\nActor OilmanBlob\n{\ndamagetype \"OilM_Shot\"\nObituary \"$OB_OilmanBlob\"\n+MISSILE\n+NODAMAGETHRUST\n+DONTDRAIN\n+NOBLOOD\n+DONTSPLASH\n+NOEXPLODEFLOOR\n+NOTARGETSWITCH\n//+DONTTHRUST\n+THRUSPECIES\nSpecies \"OilThing\"\npainchance 256\ndamagefactor \"Ignition\", 1.0\nmass 99999\nreactiontime 250\nDamage (120)\nRadius 8\nHeight 10\nscale 2.5\nstates\n{\nSpawn:\nX_1H D 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_1H D 1\nX_1H D 0 A_ChangeFlag(\"SHOOTABLE\",1)\nGoto Spawn2\npain.FireTrap:\npain.FirePillar:\npain.OilCanister:  Pain.FlameBlastStage:\nPain.MegaFireBall:\nPain.FireStorm:Pain.FireSpin:\npain.AtomicFire1:pain.AtomicFire2:pain.AtomicFire3:  Pain.AtomicfireB:\npain.PharaohShot1:pain.PharaohShot2:pain.PharaohShot3:\nPain.Coal:\npain.FlameBlast: Pain.FlameBlastB:\npain.ScorchWheel:Pain.ScorchWheelB:\nPain.FlameSword:Pain.FlameSwordSpark:  Pain.FlameSwordB:Pain.FlameSwordSpark2:Pain.FlameSwordSpark3:\npain.WaveBurner:\nPain.MagmaBazooka:\nPain.SolarBlaze:\nPain.MagmaBazooka1:Pain.MagmaBazooka2:\n\nPain.HSHFire:\nPain.Ignition:\n\nX_1H C 0\nX_1H C 0 A_Jump(256,\"SpawnFlame\")\ngoto SpawnFlame\nSpawnFlame:\nX_1H C 0 A_ChangeFlag(\"NOPAIN\",1)\nX_1H C 1 A_SpawnItemEx(\"OilmanBlobFlameB\",0,0,0,0,0,0,0,1)\nX_1H C 0 A_Jump(256,\"Death\")\nstop\nSpawn2:\nX_1H G 1 A_Stop\nGoto SlideWait\nSlideWait:\nX_1H C 1 A_JumpIfCloser(40,\"Slide\")\nX_1H C 0 A_GiveInventory(\"CutterFlag\",1)\nX_1H C 0 A_JumpIf(z-floorz>0,\"NewShot\")\nX_1H C 0 A_JumpIfInventory(\"CutterFlag\",175,\"Death\")\nloop\nSlide:\nX_1H C 0\nX_1H C 0 A_JumpIfInTargetInventory(\"OilCheck\",1,\"Spawn2\")\nTNT1 A 2 A_GiveToTarget(\"OilCheck\",1)\nstop\nNewShot:\nX_1H C 0 A_CheckFlag(\"BLASTED\",\"NewShotX\")\nGoto Death\nNewShotX:\nX_1H C 0 A_SpawnItemEx(\"OilShotB\",0,0,0,momx,momy,momz,0,9)\nGoto Death\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor OilSpillBlob : OilmanBlob\n{\nDamage (50)\nRadius 12\nHeight 10\nstates\n{\nSpawn:\nX_1H I 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_1H I 1\nX_1H I 0 A_ChangeFlag(\"SHOOTABLE\",1)\nGoto Spawn2\nSpawnFlame:\nX_1H H 0 A_ChangeFlag(\"NOPAIN\",1)\nX_1H H 1 A_SpawnItemEx(\"OilSpillFlame\",0,0,0,0,0,0,0,1)\nX_1H H 0 A_Jump(256,\"Death\")\nstop\nSpawn2:\nX_1H H 1 A_Stop\nGoto SlideWait\nSlideWait:\nX_1H H 0 A_GiveInventory(\"CutterFlag\",1)\nX_1H H 1 A_JumpIfCloser(40,\"Slide\")\nX_1H H 0 A_JumpIf(z-floorz>0,\"NewShot\")\nX_1H H 0 A_JumpIfInventory(\"CutterFlag\",100,\"Death\")\nloop\nSlide:\nX_1H H 0\nX_1H H 0 A_JumpIfInTargetInventory(\"OilCheck\",1,\"Slide2\")\ngoto Spawn2\nSlide2:\nX_1H H 1 A_GiveToTarget(\"OilSledFlag\",6)\ngoto SlideDone\nSlideDone:\nX_1H H 1 A_GiveInventory(\"CutterFlag\",1)\nX_1H H 0 A_JumpIf(z-floorz>0,\"NewShot\")\nX_1H H 0 A_JumpIfInventory(\"CutterFlag\",125,\"Death\")\nloop\nNewShot:\nX_1H H 0 A_CheckFlag(\"BLASTED\",\"NewShotX\")\nGoto Death\nNewShotX:\nX_1H H 0 A_SpawnItemEx(\"OilSpill\",0,0,0,momx,momy,momz,0,9)\nGoto Death\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor OilSpillBlobX : OilSpillBlob\n{\nDamage (40)\nRadius 8\nHeight 5\nScale 2.0\nStates\n{\nSpawn:\nX_1H I 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_1H I 0 A_JumpIfCloser(56,\"SlideX\")\nX_1H I 1\nX_1H I 0 A_ChangeFlag(\"SHOOTABLE\",1)\nGoto Spawn2\n\nSlideX:\nX_1H I 0\nX_1H I 0 A_JumpIfInTargetInventory(\"OilCheck\",1,\"SlideX2\")\nX_1H I 1\nX_1H I 0 A_ChangeFlag(\"SHOOTABLE\",1)\ngoto Spawn2\nSlideX2:\nX_1H I 1 //A_GiveToTarget(\"OilSledFlag\",3)\nX_1H I 0 A_ChangeFlag(\"SHOOTABLE\",1)\ngoto SlideDone\n\nSpawnFlame:\nX_1H H 0 A_ChangeFlag(\"NOPAIN\",1)\nX_1H H 1 A_SpawnItemEx(\"OilSpillFlameX\",0,0,0,0,0,0,0,1)\nX_1H H 0 A_Jump(256,\"Death\")\nstop\nSlide:\nX_1H H 0\nX_1H H 0 A_JumpIfInTargetInventory(\"OilCheck\",1,\"Slide2\")\ngoto Spawn2\nSlide2:\nX_1H H 1 //A_GiveToTarget(\"OilSledFlag\",3)\ngoto SlideDone\nNewShot:\nX_1H H 0 A_CheckFlag(\"BLASTED\",\"NewShotX\")\nGoto Death\nNewShotX:\nX_1H H 0 A_SpawnItemEx(\"OilSpillX\",0,0,0,momx,momy,momz,0,9)\nGoto Death\n}\n}\n\nactor OilmanBlobFlameB\n{\nPROJECTILE\n-NOGRAVITY\n+NODAMAGETHRUST\n+NOBLOOD\n+DOOMBOUNCE\n+DONTSPLASH\n+FLOORHUGGER\n+DONTBLAST\nDamage (20)\ndamagetype \"OilM_Flame\"\nObituary \"$OB_OILSLIDER2\"\n+THRUSPECIES\n\n+THRUACTORS\n\nSpecies \"OilThing\"\nHeight 32\nRadius 8\nscale 2.5\nmass 99999\nreactiontime 40\nStates\n{\nSpawn:\nX_1H F 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_1H F 2 A_ChangeFlag(\"DOOMBOUNCE\",0)\nX_1H F 0 A_SpawnItemEx(\"OilmanCBM_PitIgnite\",0,0,8)\nTNT1 A 0 A_Explode(40,48,0,0,48)\nX_1H EF 3 A_CountDown\ngoto Spawn+4\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor OilSpillFlame : OilmanBlobFlameB\n{\nreactiontime 40\nDamage (140)\nRadius 12\nHeight 36\nStates\n{\nSpawn:\nX_1H J 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_1H J 2 A_ChangeFlag(\"DOOMBOUNCE\",0)\nX_1H J 0 A_SpawnItemEx(\"OilmanCBM_PitIgnite\",0,0,8)\nTNT1 A 0 A_Explode(20,48,0,0,48)\nX_1H JK 3 A_CountDown\ngoto Spawn+4\n}\n}\n\nactor OilSpillFlameX : OilSpillFlame\n{\nreactiontime 50\nDamage (12)\nRadius 8\nHeight 30\nScale 2.0\n}\n\nactor SliderDamagerB : BasicExplosion\n{\ndamagetype \"OilM_Slider\"\nObituary \"$OB_OILSLIDER\"\nStates\n{\nSpawn:\nTNT1 A 0//98\nTNT1 A 2 A_Explode(80,80,0,0,32)\nstop\n}\n}\n\nactor OilSliderFireProtect : PowerProtection\n{\nPowerup.Duration 8\nDamageFactor \"OilFlame\", 0.1\n}\n\nactor SliderDamagerBX : SliderDamagerB\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_Explode(20,96,0,0,32)\nstop\n}\n}\n\nactor OilmanFingerSnapBoom\n{\nTranslation \"250:250=218:218\", \"249:249=43:43\"\nPROJECTILE\ndamagetype \"OilM_Snap\"\nObituary \"$OB_OILFINGERSNAP\"\n+THRUACTORS\n+DONTBLAST\n+DONTSPLASH\n+DONTREFLECT\nReactionTime 1\ndamage (0)\nRadius 4\nHeight 4\nspeed 65\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_CountDown\nwait\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilmanCBM_PitIgnite\")\nTNT1 A 0 A_SpawnItemEx(\"OilmanFingerSnapBoomFX\",0,0,0,0,0,0,0,1)\nTNT1 A 2 A_Explode(20,48,0,0,48)\nstop\n}\n}\nactor OilmanFingerSnapBoomB : OilmanFingerSnapBoom{Translation\"250:250=196:196\",\"249:249=199:199\"}\nactor OilmanFingerSnapBoomR : OilmanFingerSnapBoom{Translation\"250:250=170:170\",\"249:249=43:43\"}\nactor OilmanFingerSnapBoomO : OilmanFingerSnapBoom{Translation\"250:250=138:138\",\"249:249=131:131\"}\nactor OilmanFingerSnapBoomP : OilmanFingerSnapBoom{Translation\"250:250=214:214\",\"249:249=223:223\"}\n\nactor OilmanFingerSnapBoomFX : BasicClientSide\n{\nStates\n{\nSpawn:\nOILA \"\\]\" 2\nstop\n}\n}\n\nactor OilmanCBM_PitIgnite : OilPitIgnite\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"OilPitFlag\",1)\nTNT1 A 0 A_Explode(10,196,1,0,196)//100\nTNT1 A 1 A_JumpIf(z-floorz<=16,\"Flame\")\nstop\n}\n}\n\nactor OilSliderBShot\n{\ntranslation \"192:192=78:78\"\nPROJECTILE\ndamagetype \"OilM_Shot\"\nObituary \"$OB_OILSLED\"\n-NOGRAVITY\n+NOEXPLODEFLOOR\n+THRUSPECIES\n+DONTREFLECT\n+NOCLIP\nSpecies \"OilThing\"\ndamage (180)\nRadius 12\nHeight 16\nspeed 20\nscale 2.5\nStates\n{\nSpawn:\nX_1H A 0\nX_1H A 0 A_ChangeFlag(\"NOCLIP\",0)\nX_1H A 0 A_PlaySoundEx(\"weapon/OilSlider\",\"Weapon\")\nX_1H AAAAAA 1 ThrustThingZ(0,0,0,1)\ngoto Spawn+2\nDeath:\nTNT1 A 1 A_StopSound(1)\nstop\n}\n}\n\nactor OilSliderBShotB : OilSliderBShot{translation \"192:192=74:74\"}\nactor OilSliderBShotR : OilSliderBShot{translation \"192:192=41:41\"}\nactor OilSliderBShotO : OilSliderBShot{translation \"192:192=128:128\"}\nactor OilSliderBShotP : OilSliderBShot{translation \"192:192=232:232\"}\n\nactor OilmanMain1_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"OilShotB\",0,1,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"OilShotBB\",0,1,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"OilShotBR\",0,1,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"OilShotBO\",0,1,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"OilShotBP\",0,1,-8,0)\ngoto Done\n}\n}\n\nactor OilmanMain2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"OilShot2\",random(-3,3),1,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"OilShot2B\",random(-3,3),1,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"OilShot2R\",random(-3,3),1,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"OilShot2O\",random(-3,3),1,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"OilShot2P\",random(-3,3),1,-8,0)\ngoto Done\n}\n}\n\nactor OilmanMain3_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"OilShot3\",random(-6,6),1,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"OilShot3B\",random(-6,6),1,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"OilShot3R\",random(-6,6),1,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"OilShot3O\",random(-6,6),1,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"OilShot3P\",random(-6,6),1,-8,0)\ngoto Done\n}\n}\n\nactor OilmanAlt1_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"OilSpill\",random(-4,4),1,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillB\",random(-4,4),1,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillR\",random(-4,4),1,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillO\",random(-4,4),1,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillP\",random(-4,4),1,-8,0)\ngoto Done\n}\n}\n\nactor OilmanAlt2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillX\",random(-4,4),1,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillXB\",random(-4,4),1,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillXR\",random(-4,4),1,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillXO\",random(-4,4),1,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"OilSpillXP\",random(-4,4),1,-8,0)\ngoto Done\n}\n}\n\nactor OilmanOther_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"OilmanFingerSnapBoom\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"OilmanFingerSnapBoomB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"OilmanFingerSnapBoomR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"OilmanFingerSnapBoomO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"OilmanFingerSnapBoomP\",0,0,0,0)\ngoto Done\nDone:\nTNT1 A 0 A_TakeInventory(\"ExtraOilAmmo\",224)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/RollingCutterBoss.txt",
        "contents": "actor RollingCutterBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_1A\"\ndropitem \"RollingCutterWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nObituary \"$OB_ROLLINGCUTTER\"\nweapon.ammotype \"KFCAmmo\"\n+WEAPON.ALT_AMMO_OPTIONAL\n\nStates\n{\nSpawn:\nC_01 A 1\nloop\nReady:\nCUTA A 0 ACS_ExecuteAlways(998,0,DYE_CUTMAN)\nCUTA A 0\nCUTA A 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCUTA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCUTA A 1 A_Raise\nLoop\nFire:\nCUTA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCUTA A 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nCUTA A 0 A_GiveInventory(\"CutmanMain_CI\",1)\nCUTA A 0 A_TakeInventory(\"RollingCutterFlag\",99)\nTNT1 A 0 A_TakeInventory(\"CutterReturned\",99)\nTNT1 C 2 A_GiveInventory(\"CutterFlagX\",1)\nCUTA C 1\nCUTA C 1 OffSet(-70,72)\nCUTA C 1 OffSet(-121,112)\nCUTA F 2 OffSet(1,33)\nCUTA F 2 OffSet(-21,56)\nCUTA F 2 OffSet(-35,84)\nTNT1 A 5\nGoto Check\nCheck:\nTNT1 A 0 A_JumpIfInventory(\"RollingCutterFlag\",1,\"Return\")\nTNT1 A 1 A_GiveInventory(\"MissingCutter\",1)\nTNT1 A 0 A_JumpIfInventory(\"MissingCutter\",50,\"Return\")\nloop\nReturn:\nTNT1 A 0 A_TakeInventory(\"MissingCutter\",999)\nTNT1 A 0 A_TakeInventory(\"RollingCutterFlag\",99)\nTNT1 A 0 A_TakeInventory(\"CutterFlagX\",99)\nTNT1 A 0 A_GiveInventory(\"CutterReturned\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/CutterCatch\",\"Weapon\")\nCUTS A 2 Offset(-26,146)\nCUTS A 2 Offset(-4,95)\nCUTS A 2 Offset(1,32)\nTNT1 A 16 OffSet(110,69) A_TakeInventory(\"MissingCutter\",999)\nCUTA A 1 OffSet(110,69)\nCUTA A 1 OffSet(55,48)\nGoto Ready+1\n\nAltfire:\nCUTA A 0 A_PlaySoundEx(\"weapon/CutMelee\",\"weapon\")\nCUTS A 1 //A_GiveInventory(\"CutmanAlt1_CI\",1)\nCUTS A 1 offset(-9,59)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nCUTS A 1 offset(-20,96) A_GiveInventory(\"CutmanAlt2_CI\",1)\nCUTS A 1 offset(-33,119)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nCUTS A 1 offset(-48,147) A_GiveInventory(\"CutmanAlt3_CI\",1)\nCUTS A 1 offset(-65,180)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nCUTS A 1 offset(-83,220) A_GiveInventory(\"CutmanAlt4_CI\",1)\nCUTS A 1 offset(-102,241)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nCUTS A 1 offset(-122,276) A_GiveInventory(\"CutmanAlt5_CI\",1)\nCUTS A 1 offset(-143,291)A_JumpIfInventory(\"PowerRage_ST\",1,1)\n\nCUTA A 1 offset(-64,89)//A_GiveInventory(\"KFCAmmo\",1)\nCUTA A 1 offset(-50,77)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nCUTA A 1 offset(-36,66)//A_GiveInventory(\"KFCAmmo\",1)\nCUTA A 1 offset(-24,56)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nCUTA A 1 offset(-14,47)//A_GiveInventory(\"KFCAmmo\",1)\nCUTA A 1 offset(-6,39)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nCUTA A 0\nGoto Ready+1\n\nNoAmmo:\nCUTA A 0\nGoto Ready+1\n\nBotFire:\nCUTA A 0 A_JumpIfCloser(500,\"BotFire2\")\nCUTA A 1 //A_GiveInventory(\"BotRevert\",1)\ngoto Ready+1\nBotFire2:\nCUTA A 0 A_JumpIfCloser(200,\"BotAltFire\")\nCUTA C 2 A_FireCustomMissile(\"CutmanCutterFast\",0,0,8,0)\nBotThrow:\nBUSH T 0 A_TakeInventory(\"RollingCutterFlag\", 1)\n//CUTA A 0 A_TakeInventory(\"KFCAmmo\",3)\nTNT1 A 0 A_TakeInventory(\"CutterReturned\",999)\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",1)\nCUTS AEFGH 2\nTNT1 A 4\nCUTA C 0 A_Jump(128,\"JumpingBotCheck\")\nGoto BotCheck\nBotCheck:\nTNT1 A 0 A_JumpIfCloser(1200,\"Retreat\")\nTNT1 A 0 A_TakeInventory(\"BotRetreatFlag\",999)\nTNT1 A 1 A_GiveInventory(\"CutterFlag\",1)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",200,\"BotReturn\")\nTNT1 A 0 A_JumpIfInventory(\"RollingCutterFlag\",1,\"BotReturn\")\ngoto BotCheck\nRetreat:\nTNT1 A 0 A_GiveInventory(\"BotRetreatFlag\",1)\ngoto BotCheck+2\nJumpingBotCheck:\nTNT1 A 0 A_Jump(200,2)\nTNT1 A 0 A_GiveInventory(\"BotJumpC\",1)\nTNT1 A 1 A_GiveInventory(\"CutterFlag\",1)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",200,\"BotReturn\")\nTNT1 A 0 A_JumpIfInventory(\"RollingCutterFlag\",1,\"BotReturn\")\nloop\nBotReturn:\nTNT1 A 0 A_TakeInventory(\"BotRetreatFlag\",1)\nTNT1 A 0 A_TakeInventory(\"CutterFlag\",999)\nTNT1 A 0 A_TakeInventory(\"RollingCutterFlag\",1)\nTNT1 A 0 A_GiveInventory(\"CutterReturned\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/CutterCatch\",\"Weapon\")\nCUTS CBA 2\nTNT1 A 14 A_TakeInventory(\"MissingCutter\",999)\nCUTA IJ 2\nCUTA A 0 A_Refire\nGoto Ready+1\nBotAltFire:\nCUTA A 0 A_GiveInventory(\"BotHugFlag\",1)\nCUTA A 0 A_PlaySoundEx(\"weapon/CutMelee\",\"weapon\")\nCUTS ABCDE 3 A_FireCustomMissile(\"CutSlice\",0,0,8,0)\nCUTA A 4\nCUTA A 0 A_TakeInventory(\"BotHugFlag\",999)\nCUTA A 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor CutterReturned : OnceC{}\n\nactor CutterFlagX : OnceC{}\n\nactor KFCAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor MissingCutter : Inventory\n{\ninventory.amount 1\ninventory.maxamount 50\n}\n\nactor CutterDisappearFlag : OnceC{}\n\nactor CutSlice\n{\nTranslation \"202:202=96:96\"\nPROJECTILE\nObituary \"$OB_CUTTERSLICE\"\n//damagetype \"Cut\"\nDamagetype \"CutM_Slice\"\n+THRUGHOST\n+DONTBLAST\n+RIPPER\n+DONTSPLASH\n+BOUNCEONWALLS\n+BOUNCEONCEILINGS\n//-BOUNCEONFLOORS\n+NOEXPLODEFLOOR\nBouncecount 2\nBounceFactor 1.0\nWallBounceFactor 0.01//1.0\nDamage (0)\nRadius 5\nHeight 5\nspeed 35\nScale 2.5\nStates\n{\nSpawn://Y_7F CCDD 1\nPLUH Q 1\nPLUH R 1 A_Explode(40,52,0,0,52)\nPLUH S 1\nPLUH T 1 A_Explode(30,52,0,0,52)\nstop\n}\n}\n\nactor CutSliceB : CutSlice{translation \"202:202=205:205\", \"199:199=74:74\"}\nactor CutSliceR : CutSlice{translation \"202:202=171:171\", \"199:199=41:41\"}\nactor CutSliceO : CutSlice{translation \"202:202=104:104\", \"199:199=128:128\"}\nactor CutSliceP : CutSlice{translation \"202:202=229:229\", \"199:199=232:232\"}\n\nactor CutmanCutterFast\n{\nTranslation \"192:192=4:4\"\nPROJECTILE\nObituary \"$OB_ROLLINGCUTTER\"\ndamagetype \"DMGNoHitstun\"\n+DONTSPLASH\n+HEXENBOUNCE\n+RIPPER\n+NOTARGETSWITCH\n+SKYEXPLODE\nbouncefactor 1.0\nwallbouncefactor 1.0\nreactiontime 48\ndamage (20)//0\nRadius 8\nHeight 8\nscale 2.5\nspeed 33//22\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nRCTC A 0\nRCTC A 0 A_PlaySound(\"weapon/FastCutter\",1)\nRCTC AAABBB 1 A_SpawnItemEx(\"RollingCutterDamagerB\",0,0,0,momx,momy,momz,0,8)\nRCTC A 0 A_PlaySound(\"weapon/FastCutter\",1)\nRCTC CCCDDD 1 A_SpawnItemEx(\"RollingCutterDamagerB\",0,0,0,momx,momy,momz,0,8)\nRCTC A 0 A_TakeFromTarget(\"MissingCutter\",999)\nRCTC A 0 A_PlaySound(\"weapon/FastCutter\",1)\nRCTC AAABBB 1 A_SpawnItemEx(\"RollingCutterDamagerB\",0,0,0,momx,momy,momz,0,8)\nRCTC A 0 A_PlaySound(\"weapon/FastCutter\",1)\nRCTC CCCDDD 1 A_SpawnItemEx(\"RollingCutterDamagerB\",0,0,0,momx,momy,momz,0,8)\n\nRCTC A 0 A_SpawnItemEx(\"ReturningCutterFast\",0,0,0,0,0,0,0,1)\n//RCTC A 0 A_CustomMissile(\"ReturningCutterFast\",0,0,0,0)\nstop\nDeath2:\nRCTC A 0 A_GiveToTarget(\"RollingCutterFlag\",1)\nstop\nDeath:\nRCTC A 0 A_GiveToTarget(\"RollingCutterFlag\",1)\nstop\n}\n}\n\nactor CutmanCutterFastB : CutmanCutterFast{translation \"192:192=205:205\"}\nactor CutmanCutterFastR : CutmanCutterFast{translation \"192:192=171:171\"}\nactor CutmanCutterFastO : CutmanCutterFast{translation \"192:192=104:104\"}\nactor CutmanCutterFastP : CutmanCutterFast{translation \"192:192=229:229\"}\n\nactor ReturningCutterFast : CutmanCutterFast\n{\n+NOINTERACTION\n+SEEKERMISSILE\nReactionTime 87//about 30 seconds\ndamage (0)\nspeed 33\nStates\n{\nSpawn:\nRCTC A 0\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nRCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death2\")\nRCTC A 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer\nRCTC A 0 A_FaceTarget\ngoto Spawn2\nSpawn2:\nRCTC A 0 A_TakeFromTarget(\"MissingCutter\",50)\nRCTC A 0 A_JumpIfCloser(58,\"Death\")\nRCTC A 0 A_PlaySound(\"weapon/FastCutter\",1)\nRCTC AA 0 A_SeekerMissile(90,90,SMF_PRECISE)\nRCTC A 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC A 0 A_JumpIfCloser(58,\"Death\")\nRCTC A 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC A 0 A_JumpIfCloser(58,\"Death\")\nRCTC A 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\n\nRCTC B 0 A_JumpIfCloser(58,\"Death\")\nRCTC BB 0 A_SeekerMissile(90,90,SMF_PRECISE)\nRCTC B 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC B 0 A_JumpIfCloser(58,\"Death\")\nRCTC B 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC B 0 A_JumpIfCloser(58,\"Death\")\nRCTC B 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\n\nRCTC C 0 A_JumpIfCloser(58,\"Death\")\nRCTC C 0 A_PlaySound(\"weapon/FastCutter\",1)\nRCTC CC 0 A_SeekerMissile(90,90,SMF_PRECISE)\nRCTC C 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC C 0 A_JumpIfCloser(58,\"Death\")\nRCTC C 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC C 0 A_JumpIfCloser(58,\"Death\")\nRCTC C 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\n\nRCTC D 0 A_JumpIfCloser(58,\"Death\")\nRCTC DD 0 A_SeekerMissile(90,90,SMF_PRECISE)\nRCTC D 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC D 0 A_JumpIfCloser(58,\"Death\")\nRCTC D 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC D 0 A_JumpIfCloser(58,\"Death\")\nRCTC D 1 A_SpawnItemEx(\"RollingCutterDamagerBF\",0,0,0,momx,momy,momz,0,8)\nRCTC A 0 A_CountDown\nRCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death2\")\nloop\n\n}\n}\n\nactor RollingCutterDamagerB : RollingCutterDamager\n{\ndamagetype \"DMGNoHitstun\"\n+DONTBLAST\ndamage (60)\n}\nactor RollingCutterDamagerBF : RollingCutterDamager\n{\ndamagetype \"DMGNoHitstun\"\n+DONTBLAST\ndamage (70)\n}\n\nactor CutmanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CutmanCutterFast\",0,1,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CutmanCutterFastB\",0,1,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CutmanCutterFastR\",0,1,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CutmanCutterFastO\",0,1,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CutmanCutterFastP\",0,1,8,0)\ngoto Done\n}\n}\n\nactor CutmanAlt1_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CutSlice\",-40,0,16,16,0,10)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceB\",-40,0,16,16,0,10)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceR\",-40,0,16,16,0,10)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceO\",-40,0,16,16,0,10)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceP\",-40,0,16,16,0,10)\ngoto Done\n}\n}\n\nactor CutmanAlt2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CutSlice\",-25,0,8,10,0,5)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceB\",-25,0,8,10,0,5)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceR\",-25,0,8,10,0,5)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceO\",-25,0,8,10,0,5)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceP\",-25,0,8,10,0,5)\ngoto Done\n}\n}\n\nactor CutmanAlt3_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CutSlice\",-10,0,0,4,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceB\",-10,0,0,4,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceR\",-10,0,0,4,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceO\",-10,0,0,4,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceP\",-10,0,0,4,0,0)\ngoto Done\n}\n}\n\nactor CutmanAlt4_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CutSlice\",5,0,-2,-2,0,-5)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceB\",5,0,-2,-2,0,-5)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceR\",5,0,-2,-2,0,-5)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceO\",5,0,-2,-2,0,-5)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceP\",5,0,-2,-2,0,-5)\ngoto Done\n}\n}\n\nactor CutmanAlt5_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"CutSlice\",15,0,-8,-6,0,-10)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceB\",15,0,-8,-6,0,-10)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceR\",15,0,-8,-6,0,-10)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceO\",15,0,-8,-6,0,-10)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"CutSliceP\",15,0,-8,-6,0,-10)\ngoto Done\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/SuperArmBoss.txt",
        "contents": "actor SuperArmBoss : BaseMM8BDMWep_CBM\n{\nTag \"$TAGC_1B\"\ndropitem \"SuperArmWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nObituary \"$OB_BASICPUNCH\"//Obituary \"$OB_SUPERARM\"\nweapon.ammotype \"GutsArmAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nC_01 B 1\nloop\nReady:\nGUTP A 0 ACS_ExecuteAlways(998,0,DYE_GUTSMAN)\nGUTP A 0 A_GiveInventory(\"SpawningMisfire\",1)\ngoto Ready0\nReady0:\nGUTP A 2 A_WeaponReady\nGUTP A 0 A_TakeInventory(\"SpawningMisfire\",1)\nGoto Ready1\nReady1:\nGUTP A 1 A_WeaponReady\nwait\n\nDeselect:\nGUTP A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"DeselectToss\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nGUTP A 1 A_Lower\nGoto Deselect+1\nDeselectToss:\nGUTP A 0 A_GiveInventory(\"GutsmanMain_CI\",1)\nGUTP A 0 A_TakeInventory(\"SuperArmTemp\",1)\nGUTP C 2 Offset(1,33)A_PlaySound(\"weapon/GutThrow\",4,0.7)\nGUTP C 2 Offset(-70,74)\nGUTP C 2 Offset(-121,114)\nGUTP D 2 Offset(1,33)\nGUTP D 2 Offset(-21,56)\nGUTP D 2 Offset(-37,84)\nGUTP A 0 A_WeaponReady(14)\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nGUTP A 1 A_Raise\nLoop\n\nSpawnProtect:\nGUTP A 1\nGoto Ready0\n\nFire:\nTNT1 A 0 A_JumpIfInventory(\"SpawningMisfire\",1,\"SpawnProtect\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Throw\")\nTNT1 A 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\n\nGUTP A 0 //A_Stop\nGUTP A 0 A_GiveInventory(\"SuperArmTemp\",1)\nGUTP A 0 A_TakeInventory(\"SemiStunArmor\",999)\nGUTP A 0 A_PlaySoundEx(\"misc/hugequake2\",\"Weapon\")\n\nGUTP A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Fire_R\")\nGUTP A 1 Offset(0,80)A_SpawnItemEx(\"TempGutrock2\",18,0,346,0,0,0,0,33)\nGUTP A 1 Offset(0,80)A_SpawnItemEx(\"TempGutrock2\",16,0,316,0,0,0,0,33)\nGUTP B 1 Offset(-20,131)A_SpawnItemEx(\"TempGutrock2\",14,0,286,0,0,0,0,33)\nGUTP B 1 Offset(-20,131)A_SpawnItemEx(\"TempGutrock2\",12,0,256,0,0,0,0,33)\nGUTP B 1 Offset(-10,83)A_SpawnItemEx(\"TempGutrock2\",10,0,226,0,0,0,0,33)\nGUTP B 1 Offset(-10,83)A_SpawnItemEx(\"TempGutrock2\",8,0,196,0,0,0,0,33)\nGUTP B 0 A_WeaponReady(14)\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",6,0,166,0,0,0,0,33)\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",4,0,136,0,0,0,0,33)\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",2,0,106,0,0,0,0,33)\nGUTP BBBB 1 A_SpawnItemEx(\"TempGutrock2\",0,0,76,momx,momy,momz,0,9,0)\nGoto Holding\nFire_R:\nGUTP A 1 Offset(0,80)A_SpawnItemEx(\"TempGutrock2\",18,0,346,0,0,0,0,33)\nGUTP B 1 Offset(-20,131)A_SpawnItemEx(\"TempGutrock2\",14,0,286,0,0,0,0,33)\nGUTP B 1 Offset(-10,83)A_SpawnItemEx(\"TempGutrock2\",10,0,226,0,0,0,0,33)\nGUTP B 0 A_WeaponReady(14)\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",6,0,166,0,0,0,0,33)\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",2,0,106,0,0,0,0,33)\nGUTP BB 1 A_SpawnItemEx(\"TempGutrock2\",0,0,76,momx,momy,momz,0,9,0)\nGoto Holding\nHolding:\nGUTP B 0 A_SpawnItemEx(\"TempGutrock2\",0,0,76,momx,momy,momz,0,9,0)\nGUTP B 1 A_WeaponReady\nloop\nThrow:\nGUTP A 0 A_GiveInventory(\"GutsmanMain_CI\",1)//A_SpawnItemEx(\"GutRock\",0,0,56,20,0,-4,0,0,0)\nGUTP A 0 A_TakeInventory(\"SuperArmTemp\",1)\nGUTP A 0 A_GiveInventory(\"SemiStunArmor\",1)\nGUTP C 2 Offset(1,33)A_PlaySound(\"weapon/GutThrow\",4,0.7)\nGUTP C 2 Offset(-70,74)\nGUTP C 2 Offset(-121,114)\nGUTP D 2 Offset(1,33)\nGUTP D 2 Offset(-21,56)\nGUTP D 2 Offset(-37,84)\nTNT1 A 6\nGUTP A 2 Offset(6,92)\nGUTP A 2 Offset(4,72)\nGUTP A 2 Offset(2,52)\nGoto Ready1\nHold:\nGUTP A 1\nGoto Ready1\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Altfire2\")\nTNT1 A 0 A_JumpIfInventory(\"GutsmanFlag\",1,2)\nTNT1 A 0 A_FireBullets(8,8,50,-1,\"GutPunch\",50,100)\nGUTP A 0 A_GiveInventory(\"GutsmanAlt_CI\",1)\nGUTP A 0 A_PlaySoundEx(\"Weapon/GutMelee\",\"Weapon\")\nGUTP A 0 A_GiveInventory(\"GutsDestroyFlag\",1)\n\nGUTP F 2 Offset(-28,8)\nGUTP EEEE 2 Offset(-56,-16)\nGUTP E 2 Offset(-56,-16)A_TakeInventory(\"GutsDestroyFlag\",99)\nGUTP E 2 Offset(-56,-16)A_TakeInventory(\"GutsmanFlag\",99)\nGUTP E 2 Offset(-32,2)\nGUTP E 2 Offset(-12,20)\nGUTP E 2 A_WeaponReady(14)\n/*\nGUTP F 2 Offset(-16,18)\nGUTP E 2 Offset(-36,1)\nGUTP EEE 2 Offset(-56,-16)\nGUTP F 2 Offset(-40,-3)A_TakeInventory(\"GutsDestroyFlag\",99)\nGUTP F 2 Offset(-32,4)A_TakeInventory(\"GutsmanFlag\",99)\nGUTP F 2 Offset(-24,11)\nGUTP F 2 Offset(-16,18)\nGUTP F 2 Offset(-8,25)\n*/\nGoto Ready1\n\nAltfire2:\nGUTP B 0 A_TakeInventory(\"SuperArmTemp\",1)\nGUTP B 0 A_GiveInventory(\"GutsmanFlag\",1)\nGUTP B 0 A_GiveInventory(\"SemiStunArmor\",1)\nGUTP B 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Altfire2_R\")\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",10,0,72,momx,momy,momz,0,41)\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",25,0,63,momx,momy,momz,0,41)\nGUTP B 1 Offset(-12,83)A_SpawnItemEx(\"TempGutrock2\",40,0,54,momx,momy,momz,0,41)\nGUTP B 1 Offset(-12,83)A_SpawnItemEx(\"TempGutrock2\",55,0,45,momx,momy,momz,0,41)\nGUTP B 1 Offset(-24,131)A_SpawnItemEx(\"TempGutrock2\",60,0,36,momx,momy,momz,0,41)\nGUTP B 1 Offset(-24,131)A_SpawnItemEx(\"TempGutrock2\",65,0,18,momx,momy,momz,0,41)\nTNT1 A 0 A_SpawnItemEx(\"SolidGutrock2\",70,0,0,momx,momy,momz,0,41)\nTNT1 A 1 A_SpawnItemEx(\"TempGutrock2\",70,0,0,momx,momy,momz,0,41)\nAltfire2End:\nTNT1 A 2 A_WeaponReady(4)\nTNT1 A 2 A_TakeInventory(\"GutsmanFlag\",99)\nGUTP A 2 Offset(6,92)\nGUTP A 2 Offset(4,72)\nGUTP A 2 Offset(2,52)\nGoto Ready1\nAltfire2_R:\nGUTP B 1 A_SpawnItemEx(\"TempGutrock2\",10,0,72,momx,momy,momz,0,41)\nGUTP B 1 Offset(-12,83)A_SpawnItemEx(\"TempGutrock2\",40,0,54,momx,momy,momz,0,41)\nGUTP B 1 Offset(-24,131)A_SpawnItemEx(\"TempGutrock2\",60,0,36,momx,momy,momz,0,41)\nTNT1 A 0 A_SpawnItemEx(\"SolidGutrock2\",70,0,0,momx,momy,momz,0,41)\nTNT1 A 1 A_SpawnItemEx(\"TempGutrock2\",70,0,0,momx,momy,momz,0,41)\nGoto Altfire2End\n\nBotFire:\nTNT1 A 0 A_JumpIfCloser(200,\"BotAltFire\")\ngoto Fire+3\nBotAltFire:\nGUTP A 0 A_GiveInventory(\"BotHugFlag\",1)\nGUTP A 0 A_FireCustomMissile(\"GutPunch\",0,0,8,0)\n//GUTP A 0 A_PlaySoundEx(\"Weapon/napalm\",\"Weapon\")\nGUTP A 0 A_PlaySoundEx(\"Weapon/GutMelee\",\"Weapon\")\nGUTP EF 5\nGUTP F 10\nGUTP A 0 A_TakeInventory(\"BotHugFlag\",999)\nGoto Ready1\n}\n}\n\nactor GutsArmAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor GutsmanFlag : OnceC{}\nactor GutsDestroyFlag : OnceC{}\n\nactor TempGutrock2\n{\nScale 2.5\n-SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTBLAST\n+NOINTERACTION\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nGUTP X 0\nGUTP O 1\nstop\n}\n}\n\nactor SolidGutrock1\n{\nPROJECTILE\ndamagetype \"GutsM_Rock\"\nObituary \"$OB_SUPERARM\"\n+NOINTERACTION\nRadius 30\nHeight 64\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nGUTP O 9\nGUTP OO 1 A_JumpIfCloser(64,\"SpawnGive\")\nGUTP P 0 A_SpawnItemEx(\"SolidGutrock2\",0,0,0,momx,momy,momz,0,9)\nstop\nSpawnGive:\nTNT1 A 1 A_GiveToTarget(\"SuperArmTemp\",1)\nstop\n}\n}\n\nactor SolidGutrock2\n{\nPROJECTILE\ndamagetype \"GutsM_Rock\"\nObituary \"$OB_SUPERARM\"\n+DONTRIP\n+DONTBLAST\n-NOGRAVITY\n+NOEXPLODEFLOOR\n+DONTSPLASH\n\n-NOBLOCKMAP\n+SHOOTABLE\n+NOTAUTOAIMED\n+DONTDRAIN\n+NOBLOOD\n+NOTARGETSWITCH\n+NOPAIN\n+SOLID\n\n+CANPASS\n\n+DONTREFLECT\n\nBouncetype Classic//Desync fix?\n-BOUNCEONWALLS\n-BOUNCEONFLOORS\n-BOUNCEONCEILINGS\n-ALLOWBOUNCEONACTORS\n+CANBOUNCEWATER\n+NOEXPLODEFLOOR\nBounceFactor 1.0\nWallBounceFactor 0.0//Desync fix?\n\nReactionTime 1\n\nmass 99999\nHealth 750\ndamagefactor \"SuperArm\", 0.0\ndamagefactor \"GutsPunch\", 0.0\ndamagefactor \"Fire\", 0.1 //MageStaff\n\ndamageFactor \"IceWallC\", 0.125\ndamageFactor \"ConcreteShoulder\", 0.04\nSpecies \"GutsmanRock\"\n\nDamage (300)//50\nRadius 30\nHeight 80//64\nSpeed 0\nScale 2.5\n\nStates\n{\nSpawn:\nGUTP X 0 nodelay A_SetAngle(0)\n//TNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\ngoto Spawn1\nSpawn1:\nGUTP O 1\nGUTP X 0\nGUTP X 0 A_JumpIfInTargetInventory(\"GutsDestroyFlag\",1,\"PunchCheck\")\nGUTP O 1 A_GiveInventory(\"WeaponCharge\",1)\nGUTP X 0 A_JumpIfInventory(\"WeaponCharge\",500,\"DeathTime\")//220\nGUTP X 0 A_JumpIf(momz==0, \"MOMZCheck\")\nGUTP X 0 A_JumpIf(z-floorz<1,\"PitCheck\")\ngoto Spawn1+2\n\nMOMZCheck:\nGUTP O 1 A_GiveInventory(\"WeaponCharge\",1)\nGUTP X 0 A_JumpIf(momz==0,\"PitCheck\")\nGUTP X 0\ngoto Spawn1+2\nPitCheck:\nGUTP X 0 A_ChangeVelocity(0,0,momz,CVF_REPLACE)\nGUTP X 0 A_GiveInventory(\"ResyncPickup\",1)\nGUTP X 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"DeathTime\")\ngoto Spawn2\n\nSpawn2:\nGUTP X 0 A_JumpIfInventory(\"WeaponCharge\",500,\"DeathTime\")\nGUTP O 1 A_JumpIfInTargetInventory(\"GutsDestroyFlag\",1,\"PunchCheck1\")\nGUTP O 1 A_JumpIfInTargetInventory(\"GutsDestroyFlag\",1,\"PunchCheck2\")\nGUTP O 1 A_JumpIfInTargetInventory(\"GutsDestroyFlag\",1,\"PunchCheck3\")\nGUTP O 1 A_JumpIfInTargetInventory(\"GutsDestroyFlag\",1,\"PunchCheck4\")\nGUTP P 0 A_GiveInventory(\"WeaponCharge\",5)\nGUTP O 1 A_JumpIfInTargetInventory(\"GutsDestroyFlag\",1,\"PunchCheck5\")\n//GUTP X 0 A_JumpIf(momx>=1 || momy>=1 || momx<=-1 || momy<=-1, \"Spawn1\")\nloop\nPunchCheck:\nGUTP X 0 A_JumpIfCloser(96,\"RockScatter\")//108\ngoto Spawn1+3\nPunchCheck1:\nGUTP O 1 A_JumpIfCloser(96,\"RockScatter\")\ngoto Spawn2+2\nPunchCheck2:\nGUTP O 1 A_JumpIfCloser(96,\"RockScatter\")\ngoto Spawn2+3\nPunchCheck3:\nGUTP O 1 A_JumpIfCloser(96,\"RockScatter\")\ngoto Spawn2+4\nPunchCheck4:\nGUTP O 1 A_JumpIfCloser(96,\"RockScatter\")\ngoto Spawn2+5\nPunchCheck5:\nGUTP O 1 A_JumpIfCloser(96,\"RockScatter\")\ngoto Spawn2\n\nDeathTime:\nGUTP O 1 A_CountDown\nwait\nRockScatter:\nGUTP X 0 A_GiveInventory(\"GutsDestroyFlag\",1)\ngoto DeathTime\n\nDeathScatter:\nGUTP X 0 A_ChangeFlag(\"NOGRAVITY\",1)\nGUTP X 0 A_Stop\nGUTP O 1 ACS_ExecuteAlways(259,0,1)//Turns Rock\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris3\",0,-32,32,cos(-pitch)*30,0,sin(-pitch)*30,0,1,0)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris3\",0,32,32,cos(-pitch)*30,0,sin(-pitch)*30,0,1,0)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris3\",0,0,32,cos(-pitch)*30,0,sin(-pitch)*30,0,1,0)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris3\",0,0,64,cos(-pitch)*30,0,sin(-pitch)*30,0,1,0)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris3\",0,0,0,cos(-pitch)*30,0,sin(-pitch)*30,0,1,0)\ngoto Death2\n\nDeath2:\nGUTP X 0 A_ChangeFlag(\"DONTRIP\",0)\nGUTP XPPP 0 A_SpawnItemEx(\"GutrockFX2\",0,0,8,random(-10,10),random(-10,10),random(8,12),random(0,359),1)\nTNT1 A 1 A_PlaySoundEx(\"weapon/GutRock\", \"Voice\")\nstop\nDeath:\nGUTP X 0 A_ChangeFlag(\"SHOOTABLE\",0)\nGUTP X 0 A_JumpIfInventory(\"GutsDestroyFlag\",1,\"DeathScatter\")\nGUTP X 0 A_JumpIfInventory(\"WeaponCharge\",500,\"Death2\")\nGUTP XPPPPPPP 0 A_SpawnItemEx(\"GutrockFX2\",0,0,8,random(-10,10),random(-10,10),random(5,10),random(0,359),1)\nTNT1 A 1 A_PlaySoundEx(\"weapon/GutRock\", \"Voice\")\nstop\n}\n}\n\nactor Gutrock2 : Gutrock\n{\nTranslation \"204:204=216:216\",\"195:195=220:220\"\nDamage (330)//55\nSpeed 35//30\nStates\n{\nSpawn:\n\nGUTP X 0\nGUTP X 0 ThrustThingZ(0,20,0,1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nGUTP O 1\nwait\nCrash:\nGUTP XPPP 0 A_SpawnItemEx(\"GutrockFX2\",0,0,0,random(-10,10),random(-10,10),random(5,10),random(0,359),1)\nTNT1 A 2 A_PlaySoundEx(\"weapon/GutRock\", \"Voice\")\nstop\nDeath:\nGUTP X 0 A_CheckCeiling(\"DeathCeiling\")\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",-16,-16,16,20,0,0,0,1)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",-16,16,16,30,0,0,0,1)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",16,-16,16,30,0,6,0,1)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",16,16,16,20,0,3,0,1)\nTNT1 A 2 A_PlaySoundEx(\"weapon/GutRock\", \"Voice\")\nstop\nDeathCeiling:\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",-16,-16,16,20,0,0,0,1)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",-16,16,16,30,0,0,0,1)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",-16,-16,16,30,0,-6,0,1)\nGUTP X 0 A_SpawnItemEx(\"GutrockDebris2\",-16,16,16,20,0,-3,0,1)\nTNT1 A 2 A_PlaySoundEx(\"weapon/GutRock\", \"Voice\")\nstop\n}\n}\n\nactor Gutrock2B : Gutrock2{Translation \"204:204=205:205\",\"195:195=74:74\"}\nactor Gutrock2R : Gutrock2{Translation \"204:204=171:171\",\"195:195=41:41\"}\nactor Gutrock2O : Gutrock2{Translation \"204:204=104:104\",\"195:195=128:128\"}\nactor Gutrock2P : Gutrock2{Translation \"204:204=229:229\",\"195:195=232:232\"}\n\nactor GutrockFX2 : GutrockFX\n{\n+THRUSPECIES\nSpecies \"GutsmanRock\"\nStates\n{\nSpawn:\nGUTP Q 2\nTNT1 A 2\nGUTP Q 2\nTNT1 A 2\nGUTP Q 2\nTNT1 A 2\nGUTP Q 2\nTNT1 A 2\nGUTP Q 2\nTNT1 A 2\nstop\n}\n}\n\nactor GutrockDebris2 : GutrockDebris\n{\nDamage (90)//15\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nGUTP Q 1\nloop\n}\n}\n\nactor GutrockDebris3 : GutrockDebris2\n{\n+THRUSPECIES\nDamage (80)//12\nSpecies \"GutsmanRock\"\nSpeed 25\nHeight 10\nRadius 10\nscale 2.0\n}\n\nactor GutPunch : FastProjectile\n{\ndamagetype \"GutsPunch\"\nObituary \"$OB_GUTSPUNCH\"\n+DONTBLAST\n+PUFFONACTORS\n+PUFFGETSOWNER\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nDeath:\nTNT1 A 1 A_Explode(550,40,0,0,40)\nXDeath:\nTNT1 A 0 A_Stop\nTNT1 A 2\nTNT1 A 2\nTNT1 AA 2\nstop\n}\n}\n\nactor GutsPunch_PowerProtect : PowerProtection\n{\nPowerup.Duration 5\nDamageFactor \"GutsPunch\", 0.0\n}\n\nactor GutPunchFX\n{\ntranslation \"202:202=210:210\"\nPROJECTILE\n+DONTBLAST\nreactiontime 1\ndamage (0)\nRadius 20\nHeight 20\nspeed 60\nscale 2.5\nStates\n{\nSpawn:\nUMFX R 0\nUMFX J 1 A_CountDown\nwait\nDeath:\nUMFX J 0 //A_Explode(550,40,0)\ngoto XDeath\nXDeath:\nUMFX J 0 A_Stop\nUMFX J 2\nXMFX S 2\nUMFX JK 2\nstop\n}\n}\n\nactor GutPunchFXB : GutPunchFX{translation \"202:202=205:205\"}\nactor GutPunchFXR : GutPunchFX{translation \"202:202=171:171\"}\nactor GutPunchFXO : GutPunchFX{translation \"202:202=104:104\"}\nactor GutPunchFXP : GutPunchFX{translation \"202:202=229:229\"}\n\nactor GutsmanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"GutRock2\",0,1,0,56)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"GutRock2B\",0,1,0,56)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"GutRock2R\",0,1,0,56)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"GutRock2O\",0,1,0,56)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"GutRock2P\",0,1,0,56)\ngoto Done\n}\n}\n\nactor GutsmanAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"GutPunchFX\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"GutPunchFXB\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"GutPunchFXR\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"GutPunchFXO\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"GutPunchFXP\",0,0,8,0)\ngoto Done\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/ThunderBeamBoss.txt",
        "contents": "actor ThunderBeamBoss : BaseMM8BDMWep_CBM\n{\nTag \"$TAGC_1F\"\ndropitem \"ThunderBeamWepCDropped\"\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nObituary \"$OB_THUNDERBEAM\"\nweapon.ammotype \"ElectricAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nC_01 F 1\nloop\nReady:\nELEH A 0 ACS_ExecuteAlways(998,0,DYE_ELECMAN)\nELEH A 0 A_JumpIfInventory(\"ElectricAmmo\",2,\"Ready2\")\nELEH A 2 A_WeaponReady(WRF_NOFIRE)\ngoto Recharge+1\nRecharge:\nELEH A 0 A_JumpIfInventory(\"ElectricAmmo\",2,\"Recharge2\")\nELEH A 4 A_WeaponReady(WRF_NOFIRE)\nELEH A 0 A_GiveInventory(\"ElectricAmmo\",1)\nloop\n\nReady2:\nELEH A 0 A_JumpIfInventory(\"ElectricAmmo\",14,\"Ready3\")\nELEH A 2 A_WeaponReady(WRF_NOSECONDARY)\ngoto Recharge2+1\nRecharge2:\nELEH A 0 A_JumpIfInventory(\"ElectricAmmo\",14,\"Recharge3\")\nELEH A 4 A_WeaponReady(WRF_NOSECONDARY)\nELEH A 0 A_GiveInventory(\"ElectricAmmo\",1)\nloop\n\nReady3:\nELEH A 2 A_WeaponReady\nRecharge3:\nELEH A 4 A_WeaponReady\nELEH A 0 A_GiveInventory(\"ElectricAmmo\",1)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nELEH A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nELEH A 1 A_Raise\nLoop\nFire:\nELEH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nELEH B 2 //Offset(0,-10)\nELEH F 2 //Offset(0,-15)\nELEH C 1 //Offset(0,-20)\nELEH I 2 //Offset(0,-25)\nELEH J 2 //Offset(0,-25)\nELEH C 1 //Offset(0,10)\nELEH F 1 //Offset(0,20)\nELEA C 0 A_PlaySoundEx(\"weapon/thunderbeam\",\"Weapon\")\nELEA C 0 A_GiveInventory(\"ElecmanMain_CI\",1)\nELEH D 13 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\nGoto Ready+1\n\nAltfire:\nELEH A 0 A_JumpIfInventory(\"ElectricAmmo\",14,\"TeleportE\")\nGoto Ready+1\nTeleportE:\nELEA E 0 A_GiveInventory(\"VivifyDelay6\",1)\nELEA E 0 A_ReFire(1)\nELEA E 0 A_SpawnItemEx(\"ThunderExtendHelper\")\nELEH KLM 1 A_SpawnItemEx(\"ElecmanTeleportDamage\",0,0,28,momx,momy,momz,0,8)\nTNT1 A 7 A_SpawnItemEx(\"ElecmanTeleportDamage\",0,0,28,momx,momy,momz,0,8)\nELEA C 0 A_PlaySoundEx(\"weapon/ElecTeleport\",\"Weapon\")\nELEA C 0 //A_Stop\nELEA C 0 A_SpawnItemEx(\"ElecTeleFXHelper\",0,0,0,0,0,0,0,1)\nELEA C 0 A_TakeInventory(\"UnSolid\",1)\nELEA C 0 A_ChangeFlag(\"SOLID\",0)\nELEA C 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nELEA C 0 A_ChangeVelocity(450,0,momz,3)\nELEA C 0 A_TakeInventory(\"ElectricAmmo\",14)\nTNT1 A 1 A_SetTranslucent(0.0,0)\nELEA C 0 A_ChangeVelocity(16,0,momz,3)\nELEA C 0 //A_ScaleVelocity(0.03)//A_Stop\nELEA C 0 A_ChangeFlag(\"FLOORHUGGER\",0)\nELEA C 0 A_SpawnItemEx(\"ReSolidifier\")\nELEA C 0 ThrustThingZ(0,1,0,1)\nELEA CCC 0 A_SetTranslucent(1.0,0)\nELEA C 0 A_SpawnItemEx(\"ElecmanTeleportDamage2\",0,0,28,momx,momy,momz,0,8)\nTNT1 A 1 A_SetTranslucent(1.0,0)\nELEH MLKK 1\nELEH A 1\nGoto Ready+1\nNoAmmo:\nELEH A 0\n//ELEH A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ElectricAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor ElecmanThunderCheckX\n{\nPROJECTILE\n+DONTBLAST\nObituary \"$OB_THUNDERZAP\"\ndamagetype \"ElecM_Zap\"\nRadius 1\nHeight 20\nscale 2.5\ndamage (0)\nspeed 40\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nCrash:\nTNT1 A 1 A_SpawnItemEx(\"ElecmanThunderX\",0,0,128)\nTNT1 A 0 A_PlaySoundEx(\"weapon/lightningfall\",\"weapon\")\nstop\n}\n}\n\nactor ElecmanThunderX\n{\nPROJECTILE\nscale 2.5\n+DONTBLAST\n-NOGRAVITY\nObituary \"$OB_THUNDERZAP\"\ndamagetype \"ElecM_Zap\"\nSpeed 40\nRadius 6\nHeight 20\nDamage (10)\nStates\n{\nSpawn:\nCLOD A 1 A_PlaySoundEx(\"weapon/thunderbolt\",\"Weapon\")\nCLOD ABCDEFABCDEFABCDEFABCDEFABCDEF 1 A_SpawnItemEx(\"CloudDownerFX_A\")\nstop\n}\n}\n\nactor ElecmanThunderDamageX : BasicExplosion\n{\nObituary \"$OB_THUNDERZAP\"\ndamagetype \"ElecM_Zap\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(450,450,0)\nstop\n}\n}\n\nactor ElecmanTeleportDamage : BasicExplosion\n{\nObituary \"$OB_THUNDERZAP\"\ndamagetype \"ElecM_TeleZap\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(40,80,0,0,80)\nstop\n}\n}\n\nactor ElecmanTeleportDamage2 : ElecmanTeleportDamage\n{\nObituary \"$OB_THUNDERZAP\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(150,96,0,0,96)\nstop\n}\n}\n\nactor ThunderManBeam : ThunderBeam\n{\nTranslation \"192:192=211:211\",\"198:198=216:216\"\nvar int user_P;\nDamage(150)\n+FORCEXYBILLBOARD\nHeight 12\nscale 2\ndamagetype \"ElecM_Beam\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnL:\nELEB HH 1 A_SpawnItemEx(\"ElecBarrierProjTrail1\",0,0,0,0,0,0,0,1)\nELEB II 1 A_SpawnItemEx(\"ElecBarrierProjTrail2\",0,0,0,0,0,0,0,1)\nELEB JJ 1 A_SpawnItemEx(\"ElecBarrierProjTrail3\",0,0,0,0,0,0,0,1)\nloop\n}\n}\n\nactor ThunderManBeamB : ThunderManBeam{translation \"192:192=205:205\",\"198:198=74:74\"}\nactor ThunderManBeamR : ThunderManBeam{translation \"192:192=171:171\",\"198:198=41:41\"}\nactor ThunderManBeamO : ThunderManBeam{translation \"192:192=104:104\",\"198:198=128:128\"}\nactor ThunderManBeamP : ThunderManBeam{translation \"192:192=229:229\",\"198:198=232:232\"}\n\nactor ElecBarrierProjTrail1 : ThunderManBeam\n{\nscale 1\ndamage (0)\nStates\n{\nSpawn:\nTNT1 A 2\nELEB KLM 1\nstop\n}\n}\n\nactor ElecBarrierProjTrail2 : ElecBarrierProjTrail1\n{\nStates\n{\nSpawn:\nTNT1 A 2\nELEB MKL 1\nstop\n}\n}\n\nactor ElecBarrierProjTrail3 : ElecBarrierProjTrail1\n{\nStates\n{\nSpawn:\nTNT1 A 2\nELEB LMK 1\nstop\n}\n}\n\nactor ThunderExtendHelper : BasicHelper\n{\nReactionTime 4\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"ThunderExtendItemI\",1)\nTNT1 A 1 A_GiveToTarget(\"ThunderExtendItemJ\",1)\nTNT1 A 0 A_CountDown\nloop\n}\n}\n\nactor ThunderExtendItemI : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ThunderShieldI\",0,0,32,0,0,0,0,1)\nstop\n}\n}\nactor ThunderExtendItemJ : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ThunderShieldJ\",0,0,32,0,0,0,0,1)\nstop\n}\n}\n\nactor ThunderExtend : LightningExtend\n{\n//height 32\n//radius 16\nheight 12\nradius 10\nstates\n{\nSpawn:\nELEA F 0\nELEA F 0 A_JumpIf(ceilingz-z <= 12, \"Death\")\nELEA F 0 A_SpawnItemEx(\"ThunderExtend\",0,0,60,0,0,0,0,1)\nELEA FGHFGHFGHFGH 2\nstop\n}\n}\n\nactor ThunderShieldI\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\nRadius 1\nHeight 1\nScale 2.5\nStates\n{\nSpawn:\nELEA I 0\nELEA I 1\nstop\n}\n}\n\nactor ThunderShieldJ : ThunderShieldI\n{\nStates\n{\nSpawn:\nELEA J 0\nELEA J 1\nstop\n}\n}\n\nactor ElecTeleFX\n{\nPROJECTILE\n+RIPPER\n+THRUACTORS\n+DONTBLAST\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\n+FLOORHUGGER\n+NOGRAVITY\nHeight 4\nRadius 4\nscale 2.5\nDamage (0)\nReactionTime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_Stop\ngoto RNG\nRNG:\nTNT1 A 0 A_CountDown\nTNT1 A 0 A_FadeOut(0.05)\nTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9)\nELEA K 1\ngoto RNG\nELEA L 1\ngoto RNG\nELEA M 1\ngoto RNG\nELEA N 1\ngoto RNG\nELEA O 1\ngoto RNG\nELEA P 1\ngoto RNG\nELEA Q 1\ngoto RNG\nELEA R 1\ngoto RNG\nELEA S 1\ngoto RNG\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ElecTeleFX0 : ElecTeleFX { speed 0   ReactionTime 20}\nactor ElecTeleFX1 : ElecTeleFX { speed 20  ReactionTime 21}\nactor ElecTeleFX2 : ElecTeleFX { speed 40  ReactionTime 22}\nactor ElecTeleFX3 : ElecTeleFX { speed 60  ReactionTime 23}\nactor ElecTeleFX4 : ElecTeleFX { speed 75  ReactionTime 24}\nactor ElecTeleFX5 : ElecTeleFX { speed 95  ReactionTime 25}\nactor ElecTeleFX6 : ElecTeleFX { speed 120 ReactionTime 26}\nactor ElecTeleFX7 : ElecTeleFX { speed 140 ReactionTime 27}\nactor ElecTeleFX8 : ElecTeleFX { speed 160 ReactionTime 28}\nactor ElecTeleFX9 : ElecTeleFX { speed 180 ReactionTime 29}\nactor ElecTeleFX10: ElecTeleFX { speed 200 ReactionTime 30}\n\nactor ElecTeleFXEND : ElecTeleFX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_Stop\ngoto Death\nDeath:\nTNT1 A 1 A_SpawnItemEx(\"ThunderExtend\",0,0,60,0,0,0,0,1)\nstop\n}\n}\n\nactor ElecTeleFXHelper : BasicHelper\n{\nTranslation \"202:202=4:4\",\"199:199=215:215\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX0\",0,0,32,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX1\",0,0,32,20,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX2\",0,0,32,40,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX3\",0,0,32,60,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX4\",0,0,32,80,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX5\",0,0,32,100,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX6\",0,0,32,120,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX7\",0,0,32,140,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX8\",0,0,32,160,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX9\",0,0,32,180,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFX10\",0,0,32,200,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"ElecTeleFXEND\",0,0,32,200,0,0,0,1)\nstop\n}\n}\n\nactor ElecmanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeam\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeam\",90,0,-24,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeam\",-90,0,24,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamB\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamB\",90,0,-24,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamB\",-90,0,24,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamR\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamR\",90,0,-24,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamR\",-90,0,24,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamO\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamO\",90,0,-24,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamO\",-90,0,24,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamP\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamP\",90,0,-24,0)\nTNT1 A 0 A_FireCustomMissile(\"ThunderManBeamP\",-90,0,24,0)\ngoto Done\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/Timeman.txt",
        "contents": "//====================================\n// Formatted and Cleaned by Ru5tK1ng\n//------------------------------------\n//====================================\n\n  Actor Timeman : ClassBase\n  {\n\tPlayer.ScoreIcon \"C_01G0X\"\n\tPlayer.DisplayName \"timeman\"\n\tPlayer.SoundClass \"timemanc\"\n\tPlayer.StartItem \"TimeSlowBoss\"\n\t//Player.StartItem \"TimeSlowerBoss\"\n\t//Player.StartItem \"TimeToggleA\"\n\tPlayer.StartItem \"TimeClassAmmo\", 21\n\tPlayer.WeaponSlot 1, \"TimeSlowBoss\"\n\tPlayer.WeaponSlot 2, \"TimeSlowerBoss\"\n\tPlayer.StartItem \"ThunderBeamWeakness2\", 1\n\tPlayer.StartItem \"ThunderBeamWeakness\", 1\n\tPlayer.StartItem \"SparkShockWeakness\", 1\n\tPlayer.StartItem \"ThunderBoltWeakness\", 1\n\tPlayer.StartItem \"ThunderClawWeakness\", 1\n\tPlayer.StartItem \"LightningBoltWeakness\", 1\n\tPlayer.StartItem \"PlugBallWeakness\", 1\n\tPlayer.StartItem \"ElectricShockWeakness\", 1\n\n\tplayer.maxhealth 1000\n\thealth 1000\n\tplayer.jumpz 10\n\tplayer.forwardmove 0.8, 0.8\n\tplayer.sidemove 0.78, 0.78\n\n\tStates\n\t{\n\t\tSpawn:\n\t\tNTIM A 0\n\t\tNTIM B 1\n\t\tNTIM A 1\n\t\tGoto Spawn+2\n\n\t\tSee:\n\t\tNTIM BCDE 5\n\t\tGoto Spawn\n\n\t\tMissile:\n\t\tNTIM F 0 A_JumpIfInventory(\"PowerTimeC\",1,\"Missile2\")\n\t\tNTIM FF 1 A_JumpIfInventory(\"PowerTimeC\",1,\"Missile2\")\n\t\tNTIM F 3\n\t\tNTIM G 4\n\t\tGoto Spawn\n\n\t\tMissile2:\n\t\tNTIM IJKLKLK 2\n\t\tGoto Spawn\n\n\t\tClassPain:\n\t\tNTIM H 0\n\t\tGoto PainContinue\n\n\t\tDeathFix:\n\t\tNTIM H 0\n\t\tGoto DeathContinue\n\n\t\tClassDeath:\n\t\tNTIM H 1\n\t\tGoto MegaDeathEnd\n\n\t\tPain.TimeSlow:\n\t\tNTIM ] 0 A_GiveInventory(\"SkipClassPainJump\",1)\n\t\tGoto Pain+2\n\n\t\tPain.TimeStopper:\n\t\tNTIM ] 0 A_GiveInventory(\"SkipClassPainJump\",1)\n\t\tGoto Pain+2\n\n\t\tTimeStopped:\n\t\tNTIM ] 0 A_GiveInventory(\"SkipClassPainJump\",1)\n\t\tGoto Pain+2//\"Super::TimeStopped\"\n\t}\n  }"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/TimeSlowBoss.txt",
        "contents": "//====================================\n// Formatted and Cleaned by Ru5tK1ng\n//------------------------------------\n//====================================\n\n  Actor TimeSlowBoss : BaseMM8BDMWep_CBM\n  {\n\tTag \"$TAGC_1G\"\n\tDropItem \"TimeSlowWepCDropped\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\t//Weapon.SlotNumber 1\n\tObituary \"$OB_TIMEARROW\"\n\tWeapon.AmmoType \"TimeClassAmmo\"\n\t+WEAPON.NOAUTOAIM\n\t//Inventory.Icon \"TimeIcon\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tC_01 G 1\n\t\tloop\n\n\t\tReady:\n\t\tTIMA B 0 ACS_ExecuteAlways(998,0,DYE_TIMEMAN)\n\t\tTIMA B 0 A_GunFlash\n\t\tGoto Ready1\n\n\t\tReady1:\n\t\tTIMA B 0 A_JumpIfInventory(\"TimeClassAmmo\",42,\"Ready2\")\n\t\tTNT1 A 8 A_WeaponReady\n\t\tTIMA B 0 A_JumpIfInventory(\"PowerTimeB\",1,2)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tLoop\n\n\t\tReady2:\n\t\tTNT1 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\n\t\tDeselect:\n\t\tTNT1 A 0// A_SelectWeapon(\"TimeSlowerBoss\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\n\t\tSelect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\n\t\tFire:\n\t\tTIMA B 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Fire_Rage\")\n\t\tTIMA B 0 A_GunFlash(\"Flash_Mainfire\")\n\t\tTIMA B 0 A_PlaySoundEx(\"weapon/timeshot\",\"Weapon\")\n\t\tTIMA B 0 A_GiveInventory(\"TimemanMain1_CI\",1)\n\t\t//TIMA B 0 A_TakeInventory(\"TimeCharge\",999)\n\t\t/*TIMA B 10\n\t\tTIMA A 5*/\n\t\tTIMA CDEEEEFFGH 1\n\t\tTNT1 A 5\n\t\tTIMA B 0 A_JumpIfInventory(\"PowerTimeB\",1,2)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tTIMA B 0 A_Refire\n\t\tGoto Ready1\n\n\t\tFire_Rage:\n\t\tTIMA B 0 A_GunFlash(\"Flash_Mainfire_Rage\")\n\t\tTIMA B 0 A_PlaySoundEx(\"weapon/timeshot\",\"Weapon\")\n\t\tTIMA B 0 A_GiveInventory(\"TimemanMain1_CI\",1)\n\t\t//TIMA B 0 A_TakeInventory(\"TimeCharge\",999)\n\t\t/*TIMA B 10\n\t\tTIMA A 5*/\n\t\tTIMA CDEEEEFFGH 1\n\t\tTNT1 A 5\n\t\tTIMA B 0 A_JumpIfInventory(\"PowerTimeB\",1,2)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tTIMA B 0 A_Refire\n\t\tGoto Ready1\n\n\t\tAltFire:\n\t\tTIMA B 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"AltFire_Rage\")\n\t\tTIMA B 0 A_GunFlash(\"Flash_Altfire\")\n\t\tTIMA D 0 A_PlaySoundEx(\"weapon/timeshot\",\"Weapon\")\n\t\tTIMA D 0 A_JumpIfInventory(\"TimeFlag\",1,\"AltFire2\")\n\t\tTIMA D 0 A_GiveInventory(\"TimeFlag\",1)\n\t\tTIMA D 0 A_GiveInventory(\"TimemanMain2_CI\",1)\n\t\tGoto AltFireEnd\n\n\t\tAltFire_Rage:\n\t\tTIMA B 0 A_GunFlash(\"Flash_Altfire_Rage\")\n\t\tTIMA D 0 A_PlaySoundEx(\"weapon/timeshot\",\"Weapon\")\n\t\tTIMA D 0 A_JumpIfInventory(\"TimeFlag\",1,\"AltFire2\")\n\t\tTIMA D 0 A_GiveInventory(\"TimeFlag\",1)\n\t\tTIMA D 0 A_GiveInventory(\"TimemanMain2_CI\",1)\n\t\tGoto AltFireEnd\n\n\t\tAltFire2:\n\t\tTIMA D 0 A_TakeInventory(\"TimeFlag\",9)\n\t\tTIMA D 0 A_GiveInventory(\"TimemanMain3_CI\",1)\n\t\tGoto AltFireEnd\n\n\t\tAltFireEnd:\n\t\t/*TIMA B 10\n\t\tTIMA A 5*/\n\t\tTIMA JKLLLLMMNO 1\n\t\tTNT1 A 5\n\t\tTIMA B 0 A_JumpIfInventory(\"PowerTimeB\",1,2)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tTIMA B 0 A_GiveInventory(\"TimeClassAmmo\",1)\n\t\tTIMA B 0 A_Refire\n\t\tGoto Ready1\n\n\t\tReload:\n\t\tTIMA B 0 A_JumpIfInventory(\"TimeClassAmmo\",42,\"Slow\")\n\t\tGoto Ready1\n\n\t\tSlow:\n\t\tTIMA B 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Slow_Rage\")\n\t\tTIMA B 0 A_GunFlash(\"Flash_Reload\")\n\t\tTIMA B 0 A_TakeInventory(\"TimeClassAmmo\",42)\n\t\tTIMA C 0 A_GiveInventory(\"UnhittableOn_Pickup\",1)\n\t\tTIMA C 0 A_GiveInventory(\"PowerTimeC\",1)\n\t\tTIMA P 1 A_GiveInventory(\"PowerTimeB\",1)\n\t\t//TIMA A 0 A_TakeInventory(\"TimeCharge\",999)\n\t\t//TIMA DDDD 1\n\t\tTIMA QR 1\n\t\tTIMA S 1 Offset(-4,36)\n\t\tTIMA S 1 Offset(4,36)\n\t\tTIMA D 0 A_PlaySoundEx(\"weapon/slow\",\"SoundSlot7\")\n\t\tTIMA S 1 Offset(-4,28)A_SetBlend(purple,0.85,5)\n\t\tTIMA S 1 Offset(-4,36)A_GiveInventory(\"TimemanAlt_CI\",1)\n\t\tTIMA S 1 Offset(4,28)\n\t\tTIMA RQPA 1 A_WeaponReady(14)\n\t\tTIMA C 0 A_GiveInventory(\"UnhittableOff_Pickup\",1)\n\t\tTNT1 A 5\n\t\tGoto Ready1\n\n\t\tSlow_Rage:\n\t\tTIMA B 0 A_GunFlash(\"Flash_Reload_Rage\")\n\t\tTIMA B 0 A_TakeInventory(\"TimeClassAmmo\",42)\n\t\tTIMA C 0 A_GiveInventory(\"UnhittableOn_Pickup\",1)\n\t\tTIMA C 0 A_GiveInventory(\"PowerTimeC\",1)\n\t\tTIMA P 1 A_GiveInventory(\"PowerTimeB\",1)\n\t\t//TIMA A 0 A_TakeInventory(\"TimeCharge\",999)\n\t\t//TIMA DDDD 1\n\t\tTIMA QR 1\n\t\tTIMA S 1 Offset(-4,36)\n\t\tTIMA S 1 Offset(4,36)\n\t\tTIMA D 0 A_PlaySoundEx(\"weapon/slow\",\"SoundSlot7\")\n\t\tTIMA S 1 Offset(-4,28)A_SetBlend(purple,0.85,5)\n\t\tTIMA S 1 Offset(-4,36)A_GiveInventory(\"TimemanAlt_CI\",1)\n\t\tTIMA S 1 Offset(4,28)\n\t\tTIMA RQPA 1 A_WeaponReady(14)\n\t\tTIMA C 0 A_GiveInventory(\"UnhittableOff_Pickup\",1)\n\t\tTNT1 A 5\n\t\tGoto Ready1\n\n\t\tNoAmmo:\n\t\tTIMA A 0\n\t\tGoto Ready1\n\n\t\tFlash:\n\t\tTIMA A 1\n\t\tloop\n\n\t\tFlash_Mainfire:\n\t\tTIMA I 10\n\t\tGoto Flash\n\n\t\tFlash_Mainfire_Rage:\n\t\tTIMA I 20\n\t\tGoto Flash\n\n\t\tFlash_Altfire:\n\t\tTIMA B 10\n\t\tGoto Flash\n\n\t\tFlash_Altfire_Rage:\n\t\tTIMA B 20\n\t\tGoto Flash\n\n\t\tFlash_Reload:\n\t\tTNT1 A 11\n\t\tGoto Flash\n\n\t\tFlash_Reload_Rage:\n\t\tTNT1 A 22\n\t\tGoto Flash\n\t}\n  }\n\n//======================\n// Ammo & Inventory\n//----------------------\n//======================\n\n  Actor TimeClassAmmo : Ammo\n  {\n\tInventory.amount 1\n\tInventory.maxamount 42\n\t+INVENTORY.IGNORESKILL\n  }\n\n  Actor PowerTimeC : PowerSpeed\n  {\n\tPowerUp.Duration 10\n\tSpeed 2.5\n  }\n\n  Actor PowerTimeB : PowerFrightener\n  {\n    PowerUp.Duration 215\n\tInventory.Icon \"TIMICON\"\n\tSpeed 1.0\n  }\n\n  Actor TimeFlag : OnceC{}\n\n//===================\n// Arrow Attacks\n//-------------------\n//===================\n\n  Actor TimeArrow\n  {\n\tTranslation \"192:192=65:65\", \"198:198=61:61\"\n\tPROJECTILE\n\tDamage (130)\n\tHeight 7\n\tRadius 6\n\t+FORCEXYBILLBOARD\n\t//+RIPPER\n\tScale 2.5\n\tSpeed 32\n\tObituary \"$OB_TIMEARROW\"\n\tDamageType \"TimeM_Arrow\"\n\t//damagetype \"TimeArrow\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\n\t\tSpawnL:\n\t\tSLOT EEI 3\n\t\tLoop\n\t}\n  }\n\n  Actor TimeManArrow : TimeArrow{speed 40 Damage (110)}\n\n  Actor TimeManArrowB : TimeManArrow{translation \"192:192=205:205\", \"198:198=74:74\"}\n  Actor TimeManArrowR : TimeManArrow{translation \"192:192=171:171\", \"198:198=41:41\"}\n  Actor TimeManArrowO : TimeManArrow{translation \"192:192=104:104\", \"198:198=128:128\"}\n  Actor TimeManArrowP : TimeManArrow{translation \"192:192=229:229\", \"198:198=232:232\"}\n\n  Actor TimeArrowSlow : TimeManArrow{Damage (70) +RIPPER speed 15}\n  Actor TimeArrowSlowB : TimeManArrowB{Damage (70) +RIPPER speed 15}\n  Actor TimeArrowSlowR : TimeManArrowR{Damage (70) +RIPPER speed 15}\n  Actor TimeArrowSlowO : TimeManArrowO{Damage (70) +RIPPER speed 15}\n  Actor TimeArrowSlowP : TimeManArrowP{Damage (70) +RIPPER speed 15}\n\n  Actor TimeArrowFast : TimeManArrow{Damage (90) +RIPPER speed 64}\n  Actor TimeArrowFastB : TimeManArrowB{Damage (90) +RIPPER speed 64}\n  Actor TimeArrowFastR : TimeManArrowR{Damage (90) +RIPPER speed 64}\n  Actor TimeArrowFastO : TimeManArrowO{Damage (90) +RIPPER speed 64}\n  Actor TimeArrowFastP : TimeManArrowP{Damage (90) +RIPPER speed 64}\n\n  Actor TimeManSlow : BasicExplosion\n  {\n\tTranslation \"192:192=65:65\", \"198:198=61:61\"\n\tdamagetype \"TimeM_Slow\"\n\tObituary \"$OB_TIMESLOW\"\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(100,480,0,0,16)\n\t\tX_1G EFGHIJKLMNEFGHIJKLMN 1\n\t\tStop\n\t}\n  }\n\n  Actor TimeManSlowB : TimeManSlow{translation \"192:192=205:205\", \"198:198=74:74\"}\n  Actor TimeManSlowR : TimeManSlow{translation \"192:192=171:171\", \"198:198=41:41\"}\n  Actor TimeManSlowO : TimeManSlow{translation \"192:192=104:104\", \"198:198=128:128\"}\n  Actor TimeManSlowP : TimeManSlow{translation \"192:192=229:229\", \"198:198=232:232\"}\n\n//====================\n// Attack Items\n//--------------------\n//====================\n\n  Actor TimemanMain1_CI : TeamColor_CI\n  {\n    States\n\t{\n\t\tFireX:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrow\",-7,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrow\",7,0,8,0)\n\t\tGoto Done\n\n\t\tFireB:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowB\",-7,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowB\",7,0,8,0)\n\t\tGoto Done\n\n\t\tFireR:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowR\",-7,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowR\",7,0,8,0)\n\t\tGoto Done\n\n\t\tFireO:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowO\",-7,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowO\",7,0,8,0)\n\t\tGoto Done\n\n\t\tFireP:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowP\",-7,0,8,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManArrowP\",7,0,8,0)\n\t\tGoto Done\n\t}\n  }\n\n  Actor TimemanMain2_CI : TeamColor_CI\n  {\n    States\n\t{\n\t\tFireX:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowSlow\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireB:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowSlowB\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireR:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowSlowR\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireO:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowSlowO\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireP:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowSlowP\",0,0,-8,0)\n\t\tGoto Done\n\t}\n  }\n\n  Actor TimemanMain3_CI : TeamColor_CI\n  {\n    States\n\t{\n\t\tFireX:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowFast\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireB:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowFastB\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireR:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowFastR\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireO:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowFastO\",0,0,-8,0)\n\t\tGoto Done\n\n\t\tFireP:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeArrowFastP\",0,0,-8,0)\n\t\tGoto Done\n\t}\n  }\n\n  Actor TimemanAlt_CI : TeamColor_CI\n  {\n    States\n\t{\n\t\tFireX:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManSlow\",0,1,0,0)\n\t\tGoto Done\n\n\t\tFireB:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManSlowB\",0,1,0,0)\n\t\tGoto Done\n\n\t\tFireR:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManSlowR\",0,1,0,0)\n\t\tGoto Done\n\n\t\tFireO:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManSlowO\",0,1,0,0)\n\t\tGoto Done\n\n\t\tFireP:\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimeManSlowP\",0,1,0,0)\n\t\tGoto Done\n\t}\n  }"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/YellowDevil.txt",
        "contents": "actor YellowDevil : ClassBase\n{\nPlayer.ScoreIcon \"C_00X0X\"\nplayer.displayname \"YellowDevil\"\nplayer.soundclass \"BearerClassC\"\n\nplayer.startitem \"YellowEyeBoss\"\nplayer.startitem \"MaximumBearAmmo\",3\nplayer.startitem \"CanUseItems\"\nplayer.startitem \"SemiStunArmor\"\n\nplayer.startitem \"ThunderBeamWeakness2\", 1\nplayer.startitem \"ThunderBeamWeakness\", 1\nplayer.startitem \"SuperArmWeakness2\", 1\nplayer.startitem \"SuperArmWeakness\", 1\nplayer.startitem \"FireStormWeakness2\", 1\nplayer.startitem \"FireStormWeakness\", 1\nplayer.startitem \"HardKnuckleWeakness2\", 1\nplayer.startitem \"HardKnuckleWeakness\", 1\nplayer.startitem \"GyroAttackWeakness2\", 1\nplayer.startitem \"GyroAttackWeakness\", 1\n//player.startitem \"ChainBlastWeakness2\", 1\n//player.startitem \"ChainBlastWeakness\", 1\n\nplayer.maxhealth 1550\nhealth 1550\nplayer.jumpz 10\nplayer.forwardmove 0.60, 0.60\nplayer.sidemove 0.58, 0.58\n\n+NOSKIN\nPainSound \"misc/ROCKHURTX\"\n\nStates\n{\nSpawn:\nYD_B A 0\nYD_B B 1\nYD_B A 1\nGoto Spawn+2\nSee:\nYD_B BCDE 5\nGoto Spawn\nMissile:\nYD_B FG 5\ngoto Spawn+2\n\nCustomState2:\nYD_H MNOP 3 A_JumpIfInventory(\"BumoEnd\",1,\"Spawn\")\nloop\n\nClassPain:\nYD_B H 0\ngoto PainContinue\nDeathFix:\nYD_B H 0\ngoto DeathContinue\nClassDeath:\nYD_B H 1\ngoto MegaDeathEnd\n}\n}"
      }
    ]
  },
  "maps": []
}

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