Raw model (for completeness)
{
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"sha1": "372d0b09ee04e9649a7398aea9657d5e29e33cbe",
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"filenames": [
"gondfriday-hdoom.pk3"
],
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"iwad": [],
"filename": null,
"added": "2022/05/30 16:47:30",
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"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
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"screenshots": null,
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"categories": null
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"added": "2022/05/30 16:47:30",
"file": {
"type": "PK3",
"size": 52557,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/372d0b09ee04e9649a7398aea9657d5e29e33cbe/372d0b09ee04e9649a7398aea9657d5e29e33cbe.pk3.gz",
"corrupt": false
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"content": {
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"text_files": [
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "=====5/13/22\n==General\n-Player and projectile speed changes reverted\n\n==Fireman\n-New Fire Wave sprite by FrostBlue\n-Fixed Fire Ring not having proper powerprotect\n\n==Bubbleman\n-Bubble Lead radius 20 > 16, Bubble Lead height 16 > 20\n-Initial bounce height 25 > 10\n--Each bounce gets higher and higher after initial bounce, increases by 10 every bounce up to 40 bounceheight\n\n==Alien\n-Boobeam Bullet damage 6 > 4\n\n==Sparkman\n-Spark Solder now has less raunchy obit\n\n==Magmaman\n-Max armoramount 135 > 75\n\n==Blademan\n-Removed CBM downwards jump detach while wallclinging\n\n==Fuseman\n-Fixed Thunder Tesla beacons having ridiculously large AOEs\n\n==Tundraman\n-LVL 0 Glacier Spike no longer has gravity\n\n==Bounceman\n-HP 155 > 185\n-Speed .78/.78 > .63/.65\n-Bounce Bopper damage 15 > 14\n--Bounce Bopper no longer pushes player back if hitting an enemy\n--Removed being able to turn Bounce Bopper\n--Bounce Bopper now knocks enemies back on direct hit\n-Bounce Ball gravity 0.5 > 1.0\n-Rubber Latch damage 6 > 12\n--Ammo consumption on use 0 > 75, Ammo consumption on release 300 > 75\n--Fixed Rubber Latch doing double damage to shields\n-Superball Slam now has timeout just in case user gets softlocked\n--Superball Slam now has downwards hitbox that displaces enemies\n--Bounce Balls only spawn after Superball Slam is finished, now 6 balls spread out around the user\n\n==Quint\n-Mainfire dive can now be canceled via weapon swap\n-Has 3 tic delay between weaponswapping from Sakugarne to Quint Buster"
},
{
"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.DMGNoHitstunHeal:\n\"----\" H 0 HealThing(1)\nGoto Pain+2\n\nPain.RingM_Cage:\n\"----\" H 0 A_GiveInventory(\"RingM_CageProtect\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainKnightM_PushHit\")\nGoto Pain+2\n\nPain.BounceM_Slam:\n\"----\" H 0 A_GiveInventory(\"BounceM_SlamProtect\",1)\n\"----\" H 0 ThrustThingZ(0,25,0,0)\n\"----\" H 0 A_SpawnItemEx(\"PainKnightBonkHit\")\nGoto Pain+2\n\nPain.BounceM_Bopper:\n\"----\" H 0 A_SpawnItemEx(\"PainKnightBonkHit\")\nGoto Pain+2\n\nPain.ColdM_Field:\n\"----\" H 0 A_ScaleVelocity(.25)\n\"----\" HH 0 A_SpawnItemEx(\"BossIceWallFX\",random(-16,32),random(-16,16),random(0,56),0,0,0,0,1)\n\"----\" H 0 ThrustThingZ(0,70,1,0)\nGoto Pain+2\n\nPain.TundraM_Leap:\n\"----\" H 0 A_GiveInventory(\"TundraM_LeapProtect\")\ngoto Pain+1\n\nPain.ElecM_BeamL:\n\"----\" H 0 A_GiveInventory(\"ThunderManSideBeamLProtect\")\ngoto Pain+2\n\nPain.ElecM_BeamR:\n\"----\" H 0 A_GiveInventory(\"ThunderManSideBeamRProtect\")\ngoto Pain+2\n\nPain.TundraM_Slow:\n\"----\" H 0 A_GiveInventory(\"IcemanSlowPickup\",1)\nGoto Pain+2\n\nDeath.TundraM_Slow:\n\"----\" H 0 A_GiveInventory(\"IceDeathFlag\",1)\ngoto Death\n\nPain.TundraM_Tornado:\n\"----\" H 0 ThrustThingZ(0,60,0,0)\nGoto Pain+2\n\nDeath.TundraM_Tornado:\n\"----\" H 0 A_GiveInventory(\"IceDeathFlag\",1)\ngoto Death\n\nPain.FlameSwordB:\n\"----\" H 0 A_SpawnItemEx(\"FlameSwordBitB\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,359))\nGoto Pain+2\n\nPain.FlameSwordBT:\n\"----\" H 0 A_GiveInventory(\"FlameSwordBProtect\",1)\n\"----\" H 0 A_SpawnItemEx(\"FlameSwordBitB\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,359))\nGoto Pain+2\n\nPain.SparkMGOND_Lob:\n\"----\" H 0 A_GiveInventory(\"SparkMGOND_LobProtect\",1)\nGoto Pain.SparkShock\n\nPain.DarkM2_Level2:\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\n\nDeath.DustM_Crush:Death.DustM_CrushBit:\nDeath.JunkM_Shield:\n\"----\" H 0 A_GiveInventory(\"JunkDeathDropFlag\",1)\ngoto Death\n\nPain.TrioFlameSword:\n\"----\" H 0 A_GiveInventory(\"TrioFlameSwordProtect\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/flamehit\",\"SoundSlot5\")\n\"----\" HH 0 A_SpawnItemEx(\"FlameSwordBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,359))\nGoto Pain+2\n\nPain.ODuo_Meteor:\n\"----\" H 0 A_SpawnItemEx(\"PainODuo_MeteorHit\")\n\"----\" H 0 A_GiveInventory(\"ODuo_MeteorProtect\",1)\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\",105)\n\"----\" H 0 ACS_NamedExecuteAlways(\"CCBM_BrightNewBlind\", 0)\nGoto Pain+2\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",35)\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.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\nDeath.HardKnuckleClass:\n\"----\" H 0 A_PlaySoundEx(\"weapon/hknucklehit\",\"Body\")\n\"----\" H 0 A_SpawnItemEx(\"HardKnuckleHitFX\",0,0,32,0,0,0,0,0)\n\"----\" H 0 A_Quake(5,9,0,128)\ngoto Death\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(\"PainKnightM_PushHit\")\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_JumpIfInventory(\"TimeStopProtector\",1,\"Pain.CrashBomb\")\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(\"PainKnightM_PushHit\")\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(\"PainGrenadeM_NadeHit\")\ngoto Pain.FlashBomb\nPain.FlashBombB2:\n\"----\" H 0 A_SpawnItemEx(\"PainGrenadeM_BombHit\")\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.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\n/*Pain.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_P\")\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.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\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+2\n\nPain.SolarHead:\n\"----\" H 0 A_GiveInventory(\"SolarHeadProtect\",1)\nGoto Pain+2\n\nPain.JunkM_Cube:\n\"----\" H 0 A_GiveInventory(\"JunkM_CubeProtect\",1)\nGoto Pain+2\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.TorchHit1X:\n\"----\" H 0 A_SpawnItemEx(\"PainSmallTorchHit1\")\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(\"PainDuo_RamHit\")\nGoto Pain+2\n\nPain.TorchHit3:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchHit3\")\n\"----\" H 0 A_SpawnItemEx(\"PainTorch_DiveHit\")\nGoto Pain+2\n\nPain.TorchHit35:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchHit35\")\nGoto Pain+2\n\nPain.TorchWave:\n\"----\" H 0 A_SpawnItemEx(\"PainTorchWaveHit\")\n\"----\" H 0 A_GiveToTarget(\"TorchjutsuAmmo\",5)\nGoto Pain+2\n\nDeath.TorchHit1:\nDeath.TorchHit2:\nDeath.TorchHit3:\nDeath.TorchHit35:\nDeath.TorchWave:\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(\"PainTerra_MeleeHit\",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(\"DeathConcreteM_BashHit\",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.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\n/*pain.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\",5)\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.FireM_Spin:\n\"----\" H 0 A_GiveInventory(\"FireM_SpinProtect\",1)\nGoto Pain+2\n\nPain.FireM_Wave2:\n\"----\" H 0 A_GiveInventory(\"FireM_Wave2Protect\",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+2\n\nPain.AutoAmmoShotS:\nPain.AutoAmmoShotL:\n\"----\" H 0\nGoto Pain+2\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(\"DeathConcreteM_BashHit\",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+2\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(\"DeathConcreteM_BashHit\",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(\"DeathConcreteM_BashHit\",1)\ngoto FlingDeath\n\nPain.DarkM_Tank:\n\"----\" H 0 A_SpawnItemEx(\"PainDarkM_TankHit\",1)\nGoto Pain+2\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.FuseM_Livewire:\n\"----\" H 0 A_GiveInventory(\"FuseM_LivewireProtect\")\n//\"----\" H 0 A_SpawnItemEx(\"FuseThunderBlast\",0,0,0,0,0,0,0,1)\ngoto Pain+2\n\nPain.FuseM_LivewireMini1:\n\"----\" H 0 A_GiveInventory(\"FuseM_LivewireMiniProtect1\")\n//\"----\" H 0 A_SpawnItemEx(\"FuseThunderBlast\",0,0,0,0,0,0,0,1)\ngoto Pain+2\n\nPain.FuseM_LivewireMini2:\n\"----\" H 0 A_GiveInventory(\"FuseM_LivewireMiniProtect2\")\n//\"----\" H 0 A_SpawnItemEx(\"FuseThunderBlast\",0,0,0,0,0,0,0,1)\ngoto Pain+2\n\nPain.FuseM_Livewire2:\n\"----\" H 0 A_GiveInventory(\"FuseM_Livewire2Prot\")\ngoto Pain+2\n\nPain.FuseM_Chain:\n\"----\" H 0 A_GiveInventory(\"FuseM_ChainProt\")\ngoto Pain+2\n\npain.HeroProtoShot:\n\"----\" H 0\ngoto Pain+2\npain.ProtoM_Shot2:\n\"----\" H 0 A_GiveInventory(\"ProtoM_Shot2Protection\")\ngoto Pain+2\n\n/*Pain.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//==================\n//All of the painstates below are copied from cbm\n//------------------\n//==================\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 //HealThing(1)\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}\n}"
},
{
"source": "pk3",
"name": "actors/Megaman10/TripleBladeBoss.txt",
"contents": "actor TripleBladeBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_10A\"\ndropitem \"TripleBladeWepCDropped\"\nWeapon.AmmoUse 8\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"$OB_TRIPLEBLADE\"\nweapon.ammotype \"TripleBladeBossAmmo\"\nInventory.Pickupmessage \"Picked up Blade Man's right arm?\"\n+WEAPON.ALT_USES_BOTH\ninventory.icon \"BLDHYICO\"\nStates\n{\nSpawn:\nC_10 A 1\nloop\n\nReady:\nBLDH A 0 ACS_ExecuteAlways(998,0,DYE_BLADEMAN)\nBLDH A 0 A_GunFlash\nBLDH A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"SwapReady\")\nGoto Ready0\n\nReady1:\nBLDH A 0 A_GiveInventory(\"BlademanInvSync_P_Reset\",1)\nBLDH A 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"Ready1a\")\nBLDH A 35 A_WeaponReady(10)\nBLDH A 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\ngoto Ready2\nReady1a:\nBLDH A 35 A_WeaponReady(2)\nBLDH A 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\ngoto Ready2a\n\nReady0:\nBLDH A 0 A_GiveInventory(\"BlademanInvSync_P_Reset\",1)\nReady2:\nBLDH A 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"Ready2a\")\nBLDH A 8 A_WeaponReady(8)\nBLDH A 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\nloop\nReady2a:\nBLDH A 8 A_WeaponReady\nBLDH A 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\nloop\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBLDH A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBLDH A 1 A_Raise\nLoop\n\nFire:\nBLDH A 0 A_JumpIfInventory(\"BladeSlashBuffer\",1,\"BladeSlash\")\ngoto Fire2\nFire2:\nBLDH C 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH C 1 OffSet(-43,36)A_GiveInventory(\"BlademanMainShot1_P\",1)\nBLDH D 1 OffSet(1,33)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH D 1 OffSet(-48,33)\nBLDH E 1 OffSet(1,31)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH E 1 OffSet(-43,43)\nBLDH E 1 OffSet(-102,53)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 9 OffSet(8,112)\nBLDH A 1 OffSet(8,112)\nBLDH A 1 OffSet(7,102)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(6,92)\nBLDH A 1 OffSet(5,82)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(4,72)\nBLDH A 1 OffSet(3,62)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(2,52)\nBLDH A 1 OffSet(1,42)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 A_WeaponReady(14)\nBLDH A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"ClingReadyCheck\")\nBLDH A 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\nGoto Ready0\n\nAltfire:\nBLDH A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"ClingJump\")\nBLDH A 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"Altfire2\")\ngoto Ready0\nAltfire2:\nBLDH A 0 A_JumpIf(1,1)\nBLDH A 0 A_GiveInventory(\"BlademanInvSync_P_Altfire2\",1)\nBLDH A 0 A_ReFire(1)\nBLDH A 0 A_Stop\nBLDH A 0 //A_ChangeFlag(\"NOGRAVITY\",0)\nBLDH A 0 A_GiveInventory(\"BladeInitialJumpCheck_P\",1)//A_ChangeVelocity(cos(pitch)*50,0,-sin(pitch)*8+12,3)\nBLDH A 0 A_PlaySound(\"classes/bladeleap\",1,0.75)\nBLDH A 1 OffSet(0,42)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(0,52)\nBLDH A 1 OffSet(0,62)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(0,72)\ngoto AirLoop\n\nAirLoop:\nBLDH A 0 A_JumpIf(z-floorz==0,\"ReadyBuffer\")\nBLDH A 0 A_JumpIf(momz==0,\"AirLoop_Z\")\nBLDH A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"WallClingStart\")\nBLDH A 0 A_SpawnItemEx(\"BladeWallCheck\",0,0,40,momx,momy,0,0,8)\nBLDH A 1 OffSet(0,72)\nloop\nAirLoop_Z:\nBLDH A 1 OffSet(0,72)\nBLDH A 0 A_JumpIf(z-floorz==0,\"ReadyBuffer\")\nBLDH A 0 A_JumpIf(momz==0,\"ReadyBuffer\")\ngoto AirLoop+2\n\nAirLoop2:\nBLDH F 0 A_WeaponReady(10)\nBLDH F 0 A_JumpIf(z-floorz==0,\"ReadySlash1\")\nBLDH F 0 A_JumpIf(momz==0,\"AirLoop2_Z\")\nBLDH F 0 A_JumpIfInventory(\"BladeWallCling\",1,\"WallClingStart2\")\nBLDH F 0 A_SpawnItemEx(\"BladeWallCheck\",0,0,40,momx,momy,0,0,8)\nBLDH F 1 A_WeaponReady(10)\nloop\nAirLoop2_Z:\nBLDH F 1 A_WeaponReady(10)\nBLDH F 0 A_JumpIf(z-floorz==0,\"ReadySlash1\")\nBLDH F 0 A_JumpIf(momz==0,\"ReadySlash1\")\ngoto AirLoop2+3\n\nReadySlash1:\nBLDH F 0 A_GiveInventory(\"BlademanInvSync_P_ReadySlash1\",1)\nBLDH F 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"ReadySlash2\")\nBLDH FFFFFFFFFFFFFF 1 A_WeaponReady(8)\nGoto Ready1\nReadySlash2:\nBLDH FFFFFFFFFFFFFF 1 A_WeaponReady\nGoto Ready1\n\nWallClingStart:\nBLDH A 0 A_JumpIf(1,1)\nBLDH A 0 A_GiveInventory(\"BlademanInvSync_P_WallClingStart\",1)\nBLDH A 0 A_Stop\nBLDH A 1 OffSet(0,72)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(0,62)\nBLDH A 1 OffSet(0,52)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(0,42)\nBLDH A 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",1,\"WallClingBuffer\")\nGoto Ready1\nWallClingBuffer:\nBLDH A 4 A_WeaponReady(14)\nGoto ClingReady\nWallClingStart2:\nBLDH A 0 A_JumpIf(1,1)\nBLDH A 0 A_GiveInventory(\"BlademanInvSync_P_WallClingStart\",1)\nBLDH A 2 A_Stop\nBLDH A 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",1,\"WallClingBuffer2\")\nGoto Ready1\nWallClingBuffer2:\nBLDH A 2 A_WeaponReady(14)\nGoto ClingReady\n\nClingReady:\nBLDH A 1 A_WeaponReady\nSwapReady:\nClingReadyCheck:\nBLDH A 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",1,\"ClingReadyCheck2\")\nGoto Ready1\nClingReadyCheck2:\nBLDH A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"ClingReady\")\nGoto Ready1\nReadyBuffer:\nBLDH A 0 A_JumpIf(1,1)\nBLDH A 0 A_TakeInventory(\"NoJumpCancel\",99)\nBLDH A 0 A_TakeInventory(\"StunArmor\",99)\nBLDH A 5 A_WeaponReady(14)\nBLDH AAAAAA 5 A_WeaponReady(10)\nGoto Ready0\n\nClingJump:\nBLDH F 0 A_JumpIf(1,1)\nBLDH F 0 A_GiveInventory(\"BlademanInvSync_P_ClingJump\",1)\nBLDH F 0 A_ReFire(1)\nBLDH F 0 A_Stop\nBLDH F 0 //A_ChangeFlag(\"NOGRAVITY\",0)\nBLDH F 0 A_PlaySound(\"classes/bladeleap\",1,0.75)\nBLDH F 0 A_JumpIfInventory(\"ImpairmentStack\",1,2)\nBLDH F 2 A_ChangeVelocity(cos(pitch)*50,0,-sin(pitch)*28,3)\nGoto AirLoop2\nBLDH F 2 A_ChangeVelocity(cos(pitch)*(50*ACS_NamedExecuteWithResult(\"ImpairmentACS\")/100),0,-sin(pitch)*(28*ACS_NamedExecuteWithResult(\"ImpairmentACS\")/100),3)\nGoto AirLoop2\n\nBladeSlash:\nBLDH F 0 A_JumpIf(1,1)\nBLDH F 0 A_GiveInventory(\"BlademanInvSync_P_Reset\",1)\nBLDH F 0 A_ReFire(1)\nBLDH F 0 A_ScaleVelocity(0.4)\nBLDH F 0 A_GiveInventory(\"BlademanMain3_CI\",1)\nBLDH F 1 A_WeaponReady(14)\nBLDH G 1\nBLDH G 1 OffSet(-23,65)\nBLDH H 3 A_WeaponReady(14)\nTNT1 A 6 OffSet(0,92)\nGoto AirFall\nAirFall:\nTNT1 A 0 A_JumpIf(z-floorz==0,\"AirLand\")\nTNT1 A 0 A_JumpIf(momz==0,\"AirFall_Z\")\nTNT1 A 1\nloop\nAirFall_Z:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(z-floorz==0,\"AirLand\")\nTNT1 A 0 A_JumpIf(momz==0,\"AirLand\")\ngoto AirFall+2\n\nAirLand:\nBLDH A 0 A_JumpIf(1,1)\nBLDH A 1 OffSet(0,92)\nBLDH A 1 OffSet(0,82)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(0,72)\nBLDH A 1 OffSet(0,62)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 1 OffSet(0,52)\nBLDH A 1 OffSet(0,42)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH A 0\nGoto Ready0\n\nFlash:\nTNT1 A 1 A_JumpIfInventory(\"BladeWallCling\",1,\"FClingStart\")\nGoto FEnd\nFlashLoop:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 1 A_JumpIfInventory(\"BladeWallCling\",1,\"FCling\")\nloop\nFCling:\nTNT1 A 0 A_PlaySoundEx(\"classes/bladecling\",\"Body\")\nFClingStart:\nTNT1 A 0 //A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 SetPlayerProperty(0,1,0)\nGoto FClingLoop\nFClingLoop:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"BladeWallAmmoTake_P\",1)\nTNT1 A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_JumpIf(z-floorz<=32,\"FEnd\")\nTNT1 A 1\nTNT1 A 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"cbm_bladedropcheck\")==1,\"FEnd\")//C_JAX_CHECK_JUMP\nTNT1 A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"FClingLoop\")\ngoto FEnd\nFEnd:\nTNT1 A 0 A_GiveInventory(\"BlademanInvSync_P_Flash\",1)\nTNT1 A 1 //A_ChangeFlag(\"NOGRAVITY\",0)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nGoto FlashLoop\n}\n}\n\nactor TripleBladeBoss2 : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_10A2\"\ndropitem \"TripleBladeWepCDropped\"\nWeapon.AmmoUse 8\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"$OB_TRIPLEBLADE\"\nweapon.ammotype \"TripleBladeBossAmmo\"\nInventory.Pickupmessage \"Picked up Blade Man's left arm?\"\n+WEAPON.ALT_USES_BOTH\ninventory.icon \"BLDHZICO\"\nStates\n{\nSpawn:\nC_10 A 1\nloop\n\nReady:\nBLDH I 0 ACS_ExecuteAlways(998,0,DYE_BLADEMAN)\nBLDH I 0 A_GunFlash\nBLDH I 0 A_JumpIfInventory(\"BladeWallCling\",1,\"SwapReady\")\nGoto Ready0\n\nReady1:\nBLDH I 0 A_GiveInventory(\"BlademanInvSync_P_Reset\",1)\nBLDH I 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"Ready1a\")\nBLDH I 35 A_WeaponReady(10)\nBLDH I 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\ngoto Ready2\nReady1a:\nBLDH I 35 A_WeaponReady(2)\nBLDH I 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\ngoto Ready2a\n\nReady0:\nBLDH I 0 A_GiveInventory(\"BlademanInvSync_P_Reset\",1)\nReady2:\nBLDH I 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"Ready2a\")\nBLDH I 8 A_WeaponReady(8)\nBLDH I 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\nloop\nReady2a:\nBLDH I 8 A_WeaponReady\nBLDH I 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\nloop\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBLDH I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBLDH I 1 A_Raise\nLoop\n\nFire:\nBLDH I 0 A_JumpIfInventory(\"BladeSlashBuffer\",1,\"BladeSlash\")\ngoto Fire2\nFire2:\nBLDH K 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH K 1 OffSet(-43,36)A_GiveInventory(\"BlademanMainShot2_P\",1)\nBLDH L 1 OffSet(-1,33)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH L 1 OffSet(48,33)\nBLDH M 1 OffSet(-1,31)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH M 1 OffSet(43,43)\nBLDH M 1 OffSet(102,53)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nTNT1 A 9 OffSet(-8,112)\nBLDH I 1 OffSet(-8,112)\nBLDH I 1 OffSet(-7,102)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(-6,92)\nBLDH I 1 OffSet(-5,82)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(-4,72)\nBLDH I 1 OffSet(-3,62)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(-2,52)\nBLDH I 1 OffSet(-1,42)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 A_WeaponReady(14)\nBLDH I 0 A_JumpIfInventory(\"BladeWallCling\",1,\"ClingReadyCheck\")\nBLDH I 0 A_GiveInventory(\"TripleBladeBossAmmo\",1)\nGoto Ready0\n\nAltfire:\nBLDH I 0 A_JumpIfInventory(\"BladeWallCling\",1,\"ClingJump\")\nBLDH I 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"Altfire2\")\ngoto Ready0\nAltfire2:\nBLDH I 0 A_JumpIf(1,1)\nBLDH I 0 A_GiveInventory(\"BlademanInvSync_P_Altfire2\",1)\nBLDH I 0 A_ReFire(1)\nBLDH I 0 A_Stop\nBLDH I 0 //A_ChangeFlag(\"NOGRAVITY\",0)\nBLDH I 0 A_ChangeVelocity(cos(pitch)*50,0,-sin(pitch)*8+12,3)\nBLDH I 0 A_PlaySound(\"classes/bladeleap\",1,0.75)\nBLDH I 1 OffSet(0,42)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(0,52)\nBLDH I 1 OffSet(0,62)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(0,72)\ngoto AirLoop\n\nAirLoop:\nBLDH I 0 A_JumpIf(z-floorz==0,\"ReadyBuffer\")\nBLDH I 0 A_JumpIf(momz==0,\"AirLoop_Z\")\nBLDH I 0 A_JumpIfInventory(\"BladeWallCling\",1,\"WallClingStart\")\nBLDH I 0 A_SpawnItemEx(\"BladeWallCheck\",0,0,40,momx,momy,0,0,8)\nBLDH I 1 OffSet(0,72)\nloop\nAirLoop_Z:\nBLDH I 1 OffSet(0,72)\nBLDH I 0 A_JumpIf(z-floorz==0,\"ReadyBuffer\")\nBLDH I 0 A_JumpIf(momz==0,\"ReadyBuffer\")\ngoto AirLoop+2\n\nAirLoop2:\nBLDH N 0 A_WeaponReady(10)\nBLDH N 0 A_JumpIf(z-floorz==0,\"ReadySlash1\")\nBLDH N 0 A_JumpIf(momz==0,\"AirLoop2_Z\")\nBLDH N 0 A_JumpIfInventory(\"BladeWallCling\",1,\"WallClingStart2\")\nBLDH N 0 A_SpawnItemEx(\"BladeWallCheck\",0,0,40,momx,momy,0,0,8)\nBLDH N 1 A_WeaponReady(10)\nloop\nAirLoop2_Z:\nBLDH N 1 A_WeaponReady(10)\nBLDH N 0 A_JumpIf(z-floorz==0,\"ReadySlash1\")\nBLDH N 0 A_JumpIf(momz==0,\"ReadySlash1\")\ngoto AirLoop2+3\n\nReadySlash1:\nBLDH N 0 A_GiveInventory(\"BlademanInvSync_P_ReadySlash1\",1)\nBLDH N 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",8,\"ReadySlash2\")\nBLDH NNNNNNNNNNNNNN 1 A_WeaponReady(8)\nGoto Ready1\nReadySlash2:\nBLDH NNNNNNNNNNNNNN 1 A_WeaponReady\nGoto Ready1\n\nWallClingStart:\nBLDH I 0 A_JumpIf(1,1)\nBLDH I 0 A_GiveInventory(\"BlademanInvSync_P_WallClingStart\",1)\nBLDH I 0 A_Stop\nBLDH I 1 OffSet(0,72)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(0,62)\nBLDH I 1 OffSet(0,52)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(0,42)\nBLDH I 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",1,\"WallClingBuffer\")\nGoto Ready1\nWallClingBuffer:\nBLDH I 4 A_WeaponReady(14)\nGoto ClingReady\nWallClingStart2:\nBLDH I 0 A_JumpIf(1,1)\nBLDH I 0 A_GiveInventory(\"BlademanInvSync_P_WallClingStart\",1)\nBLDH I 2 A_Stop\nBLDH I 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",1,\"WallClingBuffer2\")\nGoto Ready1\nWallClingBuffer2:\nBLDH I 2 A_WeaponReady(14)\nGoto ClingReady\n\nClingReady:\nBLDH I 1 A_WeaponReady\nSwapReady:\nClingReadyCheck:\nBLDH I 0 A_JumpIfInventory(\"TripleBladeBossAmmo\",1,\"ClingReadyCheck2\")\nGoto Ready1\nClingReadyCheck2:\nBLDH I 0 A_JumpIfInventory(\"BladeWallCling\",1,\"ClingReady\")\nGoto Ready1\nReadyBuffer:\nBLDH I 0 A_JumpIf(1,1)\nBLDH I 0 A_TakeInventory(\"NoJumpCancel\",99)\nBLDH I 0 A_TakeInventory(\"StunArmor\",99)\nBLDH I 5 A_WeaponReady(14)\nBLDH IIIIII 5 A_WeaponReady(10)\nGoto Ready0\n\nClingJump:\nBLDH N 0 A_JumpIf(1,1)\nBLDH N 0 A_GiveInventory(\"BlademanInvSync_P_ClingJump\",1)\nBLDH N 0 A_ReFire(1)\nBLDH N 0 A_Stop\nBLDH N 0 //A_ChangeFlag(\"NOGRAVITY\",0)\nBLDH N 0 A_PlaySound(\"classes/bladeleap\",1,0.75)\nBLDH N 0 A_JumpIfInventory(\"ImpairmentStack\",1,2)\nBLDH N 2 A_ChangeVelocity(cos(pitch)*50,0,-sin(pitch)*28,3)\nGoto AirLoop2\nBLDH N 2 A_ChangeVelocity(cos(pitch)*(50*ACS_NamedExecuteWithResult(\"ImpairmentACS\")/100),0,-sin(pitch)*(28*ACS_NamedExecuteWithResult(\"ImpairmentACS\")/100),3)\nGoto AirLoop2\n\nBladeSlash:\nBLDH N 0 A_JumpIf(1,1)\nBLDH N 0 A_GiveInventory(\"BlademanInvSync_P_Reset\",1)\nBLDH N 0 A_ReFire(1)\nBLDH N 0 A_ScaleVelocity(0.4)\nBLDH N 0 A_GiveInventory(\"BlademanMain3_CI\",1)\nBLDH N 1 A_WeaponReady(14)\nBLDH O 1\nBLDH O 1 OffSet(23,65)\nBLDH P 3 A_WeaponReady(14)\nTNT1 A 6 OffSet(0,92)\nGoto AirFall\nAirFall:\nTNT1 A 0 A_JumpIf(z-floorz==0,\"AirLand\")\nTNT1 A 0 A_JumpIf(momz==0,\"AirFall_Z\")\nTNT1 A 1\nloop\nAirFall_Z:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(z-floorz==0,\"AirLand\")\nTNT1 A 0 A_JumpIf(momz==0,\"AirLand\")\ngoto AirFall+2\n\nAirLand:\nBLDH I 0 A_JumpIf(1,1)\nBLDH I 1 OffSet(0,92)\nBLDH I 1 OffSet(0,82)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(0,72)\nBLDH I 1 OffSet(0,62)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 1 OffSet(0,52)\nBLDH I 1 OffSet(0,42)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBLDH I 0\nGoto Ready0\n\nFlash:\nTNT1 A 1 A_JumpIfInventory(\"BladeWallCling\",1,\"FClingStart\")\nGoto FEnd\nFlashLoop:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 1 A_JumpIfInventory(\"BladeWallCling\",1,\"FCling\")\nloop\nFCling:\nTNT1 A 0 A_PlaySoundEx(\"classes/bladecling\",\"Body\")\nFClingStart:\nTNT1 A 0 //A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 SetPlayerProperty(0,1,0)\nGoto FClingLoop\nFClingLoop:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"BladeWallAmmoTake_P\",1)\nTNT1 A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_JumpIf(z-floorz<=32,\"FEnd\")\nTNT1 A 1\nTNT1 A 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"cbm_bladedropcheck\")==1,\"FEnd\")//C_JAX_CHECK_JUMP\nTNT1 A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"FClingLoop\")\ngoto FEnd\nFEnd:\nTNT1 A 0 A_GiveInventory(\"BlademanInvSync_P_Flash\",1)\nTNT1 A 1 //A_ChangeFlag(\"NOGRAVITY\",0)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nGoto FlashLoop\n}\n}\n\nactor TripleBladeBossAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor BladeWallCling : OnceC {}\nactor BladeWallClingEnd : OnceC {}\nactor BladeWallClingNo : OnceC {}\nactor BladeSlashBuffer : OnceC {}\n\nactor BladeWallAmmoTake_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",49,\"PickupT\")\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",1)\nstop\nPickupT:\nTNT1 A 0 A_TakeInventory(\"CutterFlag\",999)\nTNT1 A 0 A_TakeInventory(\"TripleBladeBossAmmo\",1)\nstop\n}\n}\n\nactor BladeInitialJumpCheck_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"ImpairmentStack\",1,\"Pickup3\")\ngoto Pickup2\nPickup2:\nTNT1 A 0 A_ChangeVelocity(cos(pitch)*50,0,-sin(pitch)*8+12,3)\nstop\nPickup3:\nTNT1 A 0 A_ChangeVelocity(cos(pitch)*(50*ACS_NamedExecuteWithResult(\"ImpairmentACS\")/100),0,-sin(pitch)*8+(12*ACS_NamedExecuteWithResult(\"ImpairmentACS\")/100),3)\nstop\n}\n}\n\nactor BlademanInvSync_P_Reset : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"BladeWallClingNo\",1)\nTNT1 A 0 A_GiveInventory(\"BladeWallClingEnd\",1)\nTNT1 A 0 A_TakeInventory(\"NoJumpCancel\",99)\nTNT1 A 0 A_TakeInventory(\"StunArmor\",99)\nTNT1 A 0 A_TakeInventory(\"BladeWallCling\",99)\nTNT1 A 0 A_TakeInventory(\"BladeSlashBuffer\",99)\nTNT1 A 0 A_TakeInventory(\"VivifyDelay4\",99)\nstop\n}\n}\n\nactor BlademanInvSync_P_Flash : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 //A_GiveInventory(\"BladeWallClingNo\",1)\nTNT1 A 0 A_GiveInventory(\"BladeWallClingEnd\",1)\nTNT1 A 0 A_TakeInventory(\"BladeWallCling\",999)\nTNT1 A 0 A_TakeInventory(\"CutterFlag\",999)\nstop\n}\n}\n\nactor BlademanInvSync_P_Altfire2 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"VivifyDelay4\",1)\nTNT1 A 0 A_GiveInventory(\"StunArmor\",1)\nTNT1 A 0 A_GiveInventory(\"NoJumpCancel\",1)\nTNT1 A 0 A_GiveInventory(\"BladeWallClingEnd\",1)\nTNT1 A 0 A_TakeInventory(\"BladeWallCling\",999)\nTNT1 A 0 A_TakeInventory(\"BladeWallClingNo\",99)\nTNT1 A 0 A_TakeInventory(\"BladeSlashBuffer\",99)\nTNT1 A 0 A_TakeInventory(\"TripleBladeBossAmmo\",3)\nstop\n}\n}\nactor BlademanInvSync_P_ClingJump : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"BladeSlashBuffer\",1)\nTNT1 A 0 A_GiveInventory(\"NoJumpCancel\",1)\nTNT1 A 0 A_GiveInventory(\"VivifyDelay4\",1)\nTNT1 A 0 A_GiveInventory(\"BladeWallClingEnd\",1)\nTNT1 A 0 A_TakeInventory(\"BladeWallCling\",999)\nTNT1 A 0 A_TakeInventory(\"BladeWallClingNo\",99)\nTNT1 A 0 A_TakeInventory(\"TripleBladeBossAmmo\",3)\nstop\n}\n}\n\nactor BlademanInvSync_P_ReadySlash1 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"BladeSlashBuffer\",1)\nTNT1 A 0 A_GiveInventory(\"BladeWallClingNo\",1)\nTNT1 A 0 A_GiveInventory(\"BladeWallClingEnd\",1)\nTNT1 A 0 A_TakeInventory(\"NoJumpCancel\",99)\nTNT1 A 0 A_TakeInventory(\"StunArmor\",99)\nTNT1 A 0 A_TakeInventory(\"BladeWallCling\",99)\nTNT1 A 0 A_TakeInventory(\"VivifyDelay4\",99)\nstop\n}\n}\n\nactor BlademanInvSync_P_WallClingStart : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"BladeWallClingNo\",1)\nTNT1 A 0 A_TakeInventory(\"BladeSlashBuffer\",99)\nstop\n}\n}\n\nactor BladeSlash\n{\nTranslation \"192:192=4:4\",\"198:198=251:251\"\nPROJECTILE\ndamagetype \"BladeM_Swipe\"\nObituary \"$OB_BLADESLASH\"\n+THRUACTORS\n+DONTBLAST\n+DONTSPLASH\nReactionTime 1\ndamage (0)\nRadius 4\nHeight 4\nspeed 96\nscale 2.5\nStates\n{\nSpawn:\nBLDH V 0\nBLDH V 1 A_CountDown\nwait\nDeath:\nBLDH V 0 A_PlaySoundEx(\"classes/bladeslice\",\"Weapon\")\nBLDH VVWW 1 A_Explode(9,82,0,0,82)\nstop\n}\n}\n\nactor BladeSlashB : BladeSlash{Translation \"192:192=205:205\",\"198:198=74:74\"}\nactor BladeSlashR : BladeSlash{Translation \"192:192=54:54\",\"198:198=41:41\"}\nactor BladeSlashO : BladeSlash{Translation \"192:192=104:104\",\"198:198=128:128\"}\nactor BladeSlashP : BladeSlash{Translation \"192:192=229:229\",\"198:198=232:232\"}\n\nactor BladeWallCheck\n{\nPROJECTILE\n+THRUACTORS\n+DONTBLAST\nrenderstyle none\nDamage (0)\nRadius 24//32\nHeight 4\nStates\n{\nSpawn:\nPLAY A 1\nstop\nDeath:\nPLAY A 0\nPLAY A 0 A_JumpIfInTargetInventory(\"BladeWallClingNo\",1,\"DeathNo\")\nPLAY A 0 A_GiveToTarget(\"BladeWallCling\",1)\nPLAY A 0 A_TakeFromTarget(\"BladeWallClingEnd\",1)\nPLAY A 1\nstop\nDeathNo:\nPLAY A 1\nstop\n}\n}\n\nactor BladeDropItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"BldeIcon\"\nscale 2.0\ninventory.pickupmessage \"Here, hold this.\"\n+INVBAR\nstates\n{\nSpawn:\nBLDX Y 1\nloop\nUse:\nTNT1 A 0 A_GiveInventory(\"BlademanInvSync_P_Flash\",1)\nTNT1 A 1 //A_ChangeFlag(\"NOGRAVITY\",0)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nGoto FlashLoop\nfail\nNo:\nTNT1 A 0\nfail\n}\n}\n\nactor TripleBladeBossShot\n{\nTranslation \"192:192=4:4\",\"198:198=251:251\"\nPROJECTILE\ndamagetype \"BladeM_Shot\"\nObituary \"$OB_TRIPLEBLADE\"\n+RIPPER\nDamage (5)\nRadius 8\nHeight 5\nSpeed 45\nScale 2.5\nStates\n{\nSpawn:\n//BLDH T 0\n//BLDH T 1\n//wait\nTNT1 A 0\nTNT1 A 0 A_JumpIf(momz>=30, \"90Degrees\")\nTNT1 A 0 A_JumpIf(momz>=22.5, \"67P5Degrees\")\nTNT1 A 0 A_JumpIf(momz>=15, \"45Degrees\")\nTNT1 A 0 A_JumpIf(momz>=7.5, \"22P5Degrees\")\nTNT1 A 0 A_JumpIf(momz<7.5 && momz>-7.5, \"0Degrees\")\nTNT1 A 0 A_JumpIf(momz<=-29, \"N90Degrees\")\nTNT1 A 0 A_JumpIf(momz<=-7.5, \"N22P5Degrees\")\nTNT1 A 0 A_JumpIf(momz<=-22.5, \"N67P5Degrees\")\nTNT1 A 0 A_JumpIf(momz<=-15, \"N45Degrees\")\nX_AA T 1\nwait\n90Degrees:\nX_AA A 1\nwait\n67P5Degrees:\nX_AA B 1\nwait\n45Degrees:\nX_AA C 1\nwait\n22P5Degrees:\nX_AA D 1\nwait\n0Degrees:\nX_AA E 1\nwait\nN22P5Degrees:\nX_AA F 1\nwait\nN45Degrees:\nX_AA G 1\nwait\nN67P5Degrees:\nX_AA H 1\nwait\nN90Degrees:\nX_AA I 1\nwait\n\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TripleBladeBossShotB : TripleBladeBossShot{Translation \"192:192=205:205\",\"198:198=74:74\"}\nactor TripleBladeBossShotR : TripleBladeBossShot{Translation \"192:192=54:54\",\"198:198=41:41\"}\nactor TripleBladeBossShotO : TripleBladeBossShot{Translation \"192:192=104:104\",\"198:198=128:128\"}\nactor TripleBladeBossShotP : TripleBladeBossShot{Translation \"192:192=229:229\",\"198:198=232:232\"}\n\nactor BlademanMainShot1_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"Pickup2\")\ngoto Pickup1\nPickup1:\nTNT1 A 0 A_GiveInventory(\"BlademanMain1_CI\",1)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"BlademanMain1X_CI\",1)\nstop\n}\n}\n\nactor BlademanMainShot2_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"BladeWallCling\",1,\"Pickup2\")\ngoto Pickup1\nPickup1:\nTNT1 A 0 A_GiveInventory(\"BlademanMain2_CI\",1)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"BlademanMain2X_CI\",1)\nstop\n}\n}\n\nactor BlademanMain1_CI : TeamColor_CI\n{\nStates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",9,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",-9,0,0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",9,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",-9,0,0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",9,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",-9,0,0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",9,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",-9,0,0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",9,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",-9,0,0,0,0,0)\ngoto Done\nDone:\nTNT1 A 0 A_PlaySoundEx(\"classes/bladeshoot\",\"Weapon\")\nstop\n}\n}\nactor BlademanMain1X_CI : TeamColor_CI\n{\nStates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",6,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",-3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",-6,0,0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",6,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",-3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",-6,0,0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",6,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",-3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",-6,0,0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",6,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",-3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",-6,0,0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",6,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",-3,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",-6,0,0,0,0,0)\ngoto Done\nDone:\nTNT1 A 0 A_PlaySoundEx(\"classes/bladeshoot2\",\"Weapon\")\nstop\n}\n}\n\nactor BlademanMain2_CI : TeamColor_CI\n{\nStates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,2,-5)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,2,5)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,2,-5)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,2,5)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,2,-5)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,2,5)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,2,-5)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,2,5)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,2,-5)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,2,5)\ngoto Done\nDone:\nTNT1 A 0 A_PlaySoundEx(\"classes/bladeshoot\",\"Weapon\")\nstop\n}\n}\nactor BlademanMain2X_CI : TeamColor_CI\n{\nStates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,2,3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,2,6)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,2,-3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShot\",0,0,0,0,2,-6)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,2,3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,2,6)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,2,-3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotB\",0,0,0,0,2,-6)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,2,3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,2,6)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,2,-3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotR\",0,0,0,0,2,-6)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,2,3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,2,6)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,2,-3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotO\",0,0,0,0,2,-6)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,2,3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,2,6)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,2,-3)\nTNT1 A 0 A_FireCustomMissile(\"TripleBladeBossShotP\",0,0,0,0,2,-6)\ngoto Done\nDone:\nTNT1 A 0 A_PlaySoundEx(\"classes/bladeshoot2\",\"Weapon\")\nstop\n}\n}\n\nactor BlademanMain3_CI : TeamColor_CI\n{\nStates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BladeSlash\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BladeSlashB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BladeSlashR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BladeSlashO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BladeSlashP\",0,0,0,0)\ngoto Done\n}\n}"
},
{
"source": "pk3",
"name": "actors/Megaman11/BounceBallBoss.txt",
"contents": "actor BounceBallBoss : BaseMM8BDMWep_CBM\n{\nTag \"$TAGC_11E\"\ndropitem \"PowerUpgradeGiverDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nObituary \"$OB_BOUNCEBALL\"\nInventory.Pickupmessage \"Boingaboingaboingaboingaboingaboingaboingaboingaboingaboingaboingaboinga\"\nweapon.ammotype \"HeliumAmmo\"\nweapon.ammotype2 \"UpUpAndAwayAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nC_02 E 1\nloop\nReady:\nCRAA A 0 ACS_ExecuteAlways(998,0,10977)\nBCMN A 0 A_GunFlash\nReadyDelay:\nBCMN A 10\nReady0:\nBCMN A 0 A_JumpIfInventory(\"HeliumAmmo\",35,\"Ready1\")\nFUSH A 0 A_GiveInventory(\"HeliumAmmo_RC\",1)\nFUSH A 0 A_GiveInventory(\"BouncemanAmmo_RC\",1)\nBCMN A 1 A_WeaponReady(WRF_NOPRIMARY)\nloop\nReady1:\nFUSH A 0 A_GiveInventory(\"HeliumAmmo_RC\",1)\nFUSH A 0 A_GiveInventory(\"BouncemanAmmo_RC\",1)\nBCMN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\ngoto Ready0\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCRAA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCRAA A 1 A_Raise\nLoop\n\nFire:\nKNIA D 0 A_JumpIfInventory(\"SlappyHandOut\",1,\"Fire2\")\nSTHU A 0 A_PlaySoundEx(\"weapon/scrambleshot\",\"Weapon\")\nKNIA C 0 A_GiveInventory(\"BounceHandFlag1\",1)\nBCMN A 0 A_TakeInventory(\"HeliumAmmo\",35)\nTNT1 A 0 A_GunFlash(\"Flash.Punch\")\nTNT1 A 1 A_GiveInventory(\"BouncemanMain_CI\",1)\nTNT1 A 1 Offset(0, 26)\nTNT1 A 1 Offset(5, 29)\nTNT1 A 1 Offset(10, 32)\nTNT1 A 1 Offset(15, 35)\nTNT1 A 1 Offset(20, 38)\nTNT1 A 1 Offset(25, 41)\nGoto Check\n\nFire2:\n\nSTHU A 0 A_PlaySoundEx(\"weapon/scrambleshot\",\"Weapon\")\nKNIA C 0 A_GiveInventory(\"BounceHandFlag1\",1)\nBCMN A 0 A_TakeInventory(\"HeliumAmmo\",35)\nTNT1 A 1 A_GiveInventory(\"BouncemanMain_CI\",1)\nTNT1 A 1 Offset(0, 26)\nTNT1 A 1 Offset(5, 29)\nTNT1 A 1 Offset(10, 32)\nTNT1 A 1 Offset(15, 35)\nTNT1 A 1 Offset(20, 38)\nTNT1 A 1 Offset(25, 41)\nGoto Check\n\nCheck:\nTNT1 A 1 Offset(30, 44)A_GiveInventory(\"BounceHandTimeOutCheck\",1)\nKNIA D 0 A_JumpIfInventory(\"BounceHandTimeOutCheck\",70,\"Return\")\nKNIA D 0 A_JumpIfInventory(\"BounceHandReturn\",1,\"Return\")\nloop\n\nReturn:\nTNT1 A 1 Offset(25, 41)\nTNT1 A 1 Offset(20, 38)\nTNT1 A 1 Offset(15, 35)\nTNT1 A 1 Offset(10, 32)\nTNT1 A 1 Offset(5, 29)\nTNT1 A 1 Offset(0, 26)\nBCMN A 0 A_TakeInventory(\"BounceHandTimeOutCheck\",999)\nBCMN A 0 A_TakeInventory(\"BounceHandFlag1\",999)\nBCMN A 0 A_TakeInventory(\"BounceHandReturn\",999)\nBCMN A 2 A_WeaponReady(WRF_NOFIRE)\nBCMN A 4\nGoto Ready0\n\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"SlappyHandOut\",1,\"AltDetonate\")\nTNT1 A 0 A_JumpIfInventory(\"UpUpAndAwayAmmo\",150,1) //350 isn't divisible by 4, sadly.\ngoto NoAmmo\nSTHU A 0 A_PlaySoundEx(\"weapon/scrambleshot\",\"Weapon\")\nBCMN A 0 A_TakeInventory(\"UpUpAndAwayAmmo\",75)\nTNT1 A 0 A_GunFlash(\"Flash.Grab\")\nTNT1 A 0 A_GiveInventory(\"BouncemanAlt_CI\",1)\nTNT1 A 1 Offset(0, 26)\nTNT1 A 1 Offset(-5, 29)\nTNT1 A 1 Offset(-10, 32)\nTNT1 A 1 Offset(-15, 35)\nTNT1 A 1 Offset(-20, 38)\nTNT1 A 1 Offset(-20, 38)\nTNT1 A 1 Offset(-15, 35)\nTNT1 A 1 Offset(-10, 32)\nTNT1 A 1 Offset(-5, 29)\nTNT1 A 1 Offset(0, 26)\nTNT1 A 0 A_WeaponReady(WRF_NOFIRE)\nTNT1 A 0 A_GiveInventory(\"BounceHandFlag2\",1)\nBCMN A 5\n//BCMN A 0 A_Refire(\"AltHold\")\nGoto Ready0\n\nAltDetonate:\nBCMN A 0 //momentum is funny //Joke's on you motherfucker, I thought of a better solution.//FUCK you got me there greg\nBCMN A 0 Offset(0,40)//A_ScaleVelocity(.4) //ScaleVelocity, motherfucker. The blend of momentum and pitsaving.//ggwp\nBCMN A 2 Offset(0,40)A_GiveInventory(\"SlappyHandReturnFlag\",1)\nBCMN A 2 Offset(0,60)\nBCMN A 2 Offset(0,80)\nBCMN A 2 Offset(0,60)\nGoto Ready0\n\nReload:\nBCMN A 0 A_JumpIfInventory(\"SuperballSlamCooldown\",1,\"ReadyDelay\")\nBCMN A 0 A_JumpIfInventory(\"HeliumAmmo\",35,1)\ngoto ReloadYEET\nBCMN A 0 A_JumpIf(z-floorz>0, \"SuperballSlam\")\nBCMN A 1\ngoto SuperballSlamming\nSuperballSlam:\nTNT1 A 0 A_GunFlash(\"Flash.SlamboniFall\")\nTNT1 A 0 SetPlayerProperty(0,1,0)\nBCMN B 0 A_PlaySoundEx(\"weapon/terrateleport\",\"SoundSlot6\")\nBCMN B 1 Offset(0, 26)A_JumpIf(z-floorz==0, \"SuperballSlamming\")\n//BCMN B 1 Offset(5, 29)\nBCMN B 1 Offset(0, 36)A_JumpIf(z-floorz==0, \"SuperballSlamming\")\n//BCMN B 1 Offset(15, 35)\nBCMN B 1 Offset(0, 46)A_JumpIf(z-floorz==0, \"SuperballSlamming\")\n//BCMN B 1 Offset(25, 41)\nSuperballSlamLOOP:\nBCMN D 1 Offset(0, 56)A_JumpIf(z-floorz==0, \"SuperballSlamming\")\nTNT1 A 0 ThrustThingZ(0,10,1,1)\n/*BCMN B 1 Offset(0, 46)A_JumpIf(z-floorz=0, \"SuperballSlamming\")\nBCMN B 1 Offset(0, 36)A_JumpIf(z-floorz=0, \"SuperballSlamming\")\nBCMN B 1 Offset(0, 26)A_JumpIf(z-floorz=0, \"SuperballSlamming\")*/\ngoto SuperballSlamLOOP\nSuperballSlamming:\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 0 A_Stop\nTNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,0,1)\n//TNT1 A 0 A_ChangeFlag(Floorhugger,true)\nBCMN A 0 A_TakeInventory(\"HeliumAmmo\",35)\nDUOF F 0 A_PlaySoundEx(\"weapon/crashland\", \"Voice\")\nTNT1 A 0 A_GiveInventory(\"SuperballSlammingFlag\",1)\nTNT1 A 0 A_GiveInventory(\"BouncemanReloadSlam_CI\",1)\nTNT1 A 0 A_GiveInventory(\"UpUpAndAwayAmmo\",10)\nTNT1 A 0 A_GunFlash(\"Flash.Slamboni\")\nTNT1 A 0 ACS_NamedExecute(\"BULL_SetState\",0,1)\nBCMN D 2 Offset(0, 26)\nBCMN D 2 Offset(0, 36)\nBCMN D 2 Offset(0, 46)\nBCMN D 2 Offset(0, 56)\nBCMN D 2 Offset(0, 46)\nBCMN D 2 Offset(0, 36)\nBCMN D 2 Offset(0, 26)\nFAKR A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Get_Button_R\") == 1, \"Reload\")\nDOCR A 0 A_PlaySoundEx(\"weapon/DocMetalShot\",\"weapon\")\nReloadYEET:\nBCMN A 0 A_JumpIfInventory(\"SuperballSlammingFlag\",1,1)\ngoto ReloadEnd\nTNT1 A 0 ThrustThingZ(0,25,0,1)\nTNT1 A 0 A_TakeInventory(\"SuperballSlammingFlag\",1)\nBCMN A 0 A_JumpIfInventory(\"SuperballSlammingFlag\",1,\"ReloadYEET\")\nReloadEnd:\nTNT1 A 0 A_GiveInventory(\"BouncemanReload_CI\",1)\nTNT1 A 0 A_GiveInventory(\"SuperballSlamCooldown\",1)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,15,1)\ngoto Ready0\n\nNoAmmo:\nBCMN A 1\ngoto Ready0\n\nFlash:\nBCMN C 0 A_JumpIfInventory(\"BounceHandFlag2\",1,\"FlashNo\")\nBCMN B 1\nloop\nFlashNo:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"SlappyHandOut\",1,\"FlashNo\")\n//TNT1 A 0 A_JumpIfInventory(\"BounceHandFlag2\",1,\"FlashNo\") //Uncertain if this is necessary.\ngoto Flash\nFlash.Punch:\nBCMN C 0 A_JumpIfInventory(\"SlappyHandOut\",1,\"FlashNo\")\nBCMN BBBBD 1\nReturnCheck:\nBCMN D 1\nBCMN D 0 A_JumpIfInventory(\"BounceHandFlag1\",1,\"ReturnCheck\")\nBCMN DDBB 1\ngoto Flash\nFlash.Grab:\nBCMN C 0 A_JumpIfInventory(\"BounceHandFlag2\",1,\"FlashNo\")\nBCMN AAAACCCCAA 1\nBCMN A 5\ngoto Flash\nFlash.Slamboni:\nBCMN C 0 A_JumpIfInventory(\"BounceHandFlag2\",1,\"FlashNo\")\nBCMN CCCCCCC 2\ngoto Flash\nFlash.SlamboniFall:\nBCMN C 0 A_JumpIfInventory(\"BounceHandFlag2\",1,\"FlashNo\")\nBCMN AAA 1 A_JumpIf(z-floorz==0,\"Flash\")\nFallCheck:\nBCMN C 1 A_JumpIf(z-floorz==0,\"Flash\")\nloop\n}\n}\n\nactor HeliumAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 140\n+INVENTORY.IGNORESKILL\n}\n\nactor UpUpAndAwayAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 600\n+INVENTORY.IGNORESKILL\n}\nactor BounceLatchTimeAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 350\n+INVENTORY.IGNORESKILL\n}\n\nactor BounceHandTimeOutCheck : Inventory\n{\ninventory.amount 1\ninventory.maxamount 70\n+INVENTORY.IGNORESKILL\n}\n\nactor SuperballSlammingFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 4\n+INVENTORY.IGNORESKILL\n}\n\nactor SuperballSlamCooldown : Powerup\n{\nPowerup.Duration 50\n}\n\nactor BounceHandFlag1 : OnceC{}\nactor BounceHandReturn : Powerup\n{\nPowerup.Duration 10\n}\nactor BounceHandFlag2 : Powerup\n{\nPowerup.Duration 3\n}\n\nactor SlappyHandOut : OnceC{}\n\nactor SlappyHandReturnFlag : Powerup\n{\nPowerup.Duration 7\n}\n\nactor SlappyHandReturnFlagX : Powerup\n{\nPowerup.Duration 3\n}\n\nactor BounceDragState : OnceC {}\n//WITH this, Bounce pulls players towards him.\n//WITHOUT this, Bounce pulls himself towards players.\n//Either way, Bounce pulls himself to terrain.\n//However, WITHOUT this, Bounce gets an A_Stop for better travel.\n\n//corny\n\nactor BounceDragCancel : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"BNCEICON\"\ninventory.pickupmessage \"\\cuHow many of these cancels can I get away with?\"\nscale 2.0\n+INVBAR\nstates\n{\nSpawn:\nTNT1 A 1\nwait\nUse:\nTNT1 A 0 A_PlaySoundEx(\"item/ItemUseMM9\",\"SoundSlot6\")\nBCMN A 0 A_GiveInventory(\"SlappyHandReturnFlagX\",1)//ThrustThingZ(0,900,1,0)\nfail\n}\n}\n\nactor HeliumAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"SuperballSlamCooldown\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"HeliumAmmo\",2)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"HeliumAmmo\",4)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor BouncemanAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"SlappyHandOut\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"UpUpAndAwayAmmo\",3)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"UpUpAndAwayAmmo\",6)\nstop\nNo:\nTNT1 A 0 A_GiveInventory(\"BounceHandFlag2\",1)\nstop\n}\n}\n\nactor BounceM_Punch\n{\nTranslation \"194:194=39:39\",\"195:195=41:41\",\"202:202=4:4\",\"192:192=193:193\",\"198:198=197:197\"\nPROJECTILE\ndamagetype \"BounceM_Bopper\"\nObituary \"$OB_BOUNCEBOP\"\n+NOTARGETSWITCH\n+SKYEXPLODE\n+FORCEXYBILLBOARD\n+HITTRACER\ndamage (14)\nRadius 12\nHeight 12\nspeed 40\nscale 2.5\nStates\n{\nSpawn:\nBNCM I 0\n//HARP H 0 A_SetUserVar(\"user_PTID\",ACS_ExecuteWithResult(257,0))\nSpawnLOOP:\nBNCM B 0 A_GiveInventory(\"CutterFlag\",1)\nBNCM B 1 A_SpawnItemEx(\"BounceM_TetherWire\",0,0,0,0,0,0,0,1)\nBNCM B 0 A_SpawnItemEx(\"BounceM_FistFX\",0,0,0,0,0,0,0,1)\nBNCM B 0 A_JumpIfInventory(\"CutterFlag\",5,1)\ngoto SpawnLOOP\nBNCM B 0\nSpawnPOOP:\nBNCM B 0 A_JumpIfInventory(\"WeaponCharge\",10,\"DeathBall\")\nBNCM B 0 A_GiveInventory(\"WeaponCharge\",1)\nBNCM B 1 A_SpawnItemEx(\"BounceM_TetherWire\",0,0,0,0,0,0,0,1)\nloop\nDeathBall:\nTNT1 A 0 //ACS_NamedExecuteWithResult(\"CCBM_PitchAngleSetter\",5)\nBBLL A 0 A_PlaySoundEx(\"weapon/bounceshot\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"BounceM_Ball\",0,0,0,momx,momy,momz,angle-10,1) //I'm not sure why using 'angle' worked but 0 didn't when these are supposed\nTNT1 A 0 A_SpawnItemEx(\"BounceM_Ball\",0,0,0,momx,momy,momz,angle+10,1) //to be relative by default. I don't want to know. - Greg\nTNT1 A 0 A_SpawnItemEx(\"BounceM_Ball\",0,0,0,momx,momy,momz,angle,1)\nDeath:\nBNCM B 0 A_JumpIfInventory(\"CutterFlag\",5,1)\ngoto DeathRebound\nTNT1 A 0\nDeathCont:\n//BNCM B 0 A_SetDamageType(\"DMGNoHitstun\")\n//HARP I 0 A_SpawnItemEx(\"BounceHandBoomFX\",0,0,0,0,0,0,0,1)\nTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BounceM_Confetti\",0,0,0,random(-3,3),random(-3,3),random(3,-3),0,1)\n//\"####\" \"#\" 0 ACS_ExecuteWithResult(259,1)//Set angle based on player pitch/angle\n//BNCM I 0 A_Explode(100,96,0,0,48)\nDeathCont2:\nBNCM A 0 A_Stop\nHARP I 0 A_SpawnItemEx(\"BounceM_HandReturn\",0,0,0,0,0,0,0,1) //A_GiveToTarget(\"WavemanHookshotStart_P\",1)\nTNT1 AAAAAAAAAA 1 //ACS_NamedExecuteAlways(\"cbm_WaveHookshot\",0,user_PTID,10,0)\nstop\nDeathRebound:\nTNT1 A 0 A_JumpIf(ACS_NamedexecuteWithResult(\"cbm_istracerenemy\")==1,\"DeathCont\")\nBNCM I 0 A_GiveToTarget(\"BounceRebound_P\",1)\ngoto DeathCont\n}\n}\n\nactor BounceM_PunchB : BounceM_Punch{Translation\"194:194=74:74\",\"195:195=199:199\",\"202:202=4:4\",\"192:192=196:196\",\"198:198=205:205\"}\nactor BounceM_PunchR : BounceM_Punch{Translation\"194:194=41:41\",\"195:195=43:43\",\"202:202=4:4\",\"192:192=170:170\",\"198:198=171:171\"}\nactor BounceM_PunchO : BounceM_Punch{Translation\"194:194=128:128\",\"195:195=131:131\",\"202:202=4:4\",\"192:192=138:138\",\"198:198=104:104\"}\nactor BounceM_PunchP : BounceM_Punch{Translation\"194:194=232:232\",\"195:195=223:223\",\"202:202=4:4\",\"192:192=214:214\",\"198:198=229:229\"}\n\nactor BounceHandBoomFX : SpringFistHitFX\n{\nScale 2\nrenderstyle add\nStates\n{\nSpawn:\nX_8B ABCDEF 1\nstop\n}\n}\n\nactor BounceM_FistFX : BasicClientSide\n{\nrenderstyle add\n+FORCEXYBILLBOARD\nstates\n{\nSpawn:\nBNCM B 1 A_FadeOut(0.25)\nloop\n}\n}\n\nactor BounceRebound_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_ChangeVelocity(-Cos(pitch)*14, 0, sin(pitch)*14,1)\nstop\n}\n}\n\nActor BounceM_TetherWire : DuoPunchLeftyReturn\n{\nTranslation \"194:194=193:193\",\"195:195=39:39\"\n+NOCLIP\n+FORCEXYBILLBOARD\nScale 1.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_RearrangePointers(0,0,2)\nTNT1 A 0 A_FaceTarget\ngoto Spawn2\nSpawn2:\nTNT1 A 0 A_JumpIfCloser(64,\"Death\")\nTNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)\nBNCM A 1 //A_SpawnItemEx(\"BounceM_TetherWireFX\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_CountDown\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\nReturn:\nDeath2:\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor BounceM_TetherWire2 : DuoPunchLeftyReturn\n{\nTranslation \"194:194=193:193\",\"195:195=39:39\"\n+NOCLIP\n+FORCEXYBILLBOARD\nrenderstyle translucent\nScale 1.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_RearrangePointers(0,0,2)\nTNT1 A 0 A_FaceTarget\ngoto Spawn2\nSpawn2:\nTNT1 A 0 A_JumpIfCloser(512,\"ComingClose\")\nTNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)\nBNCM A 1 A_FadeOut(0.1,0)//A_SpawnItemEx(\"BounceM_TetherWireFX\",0,0,0,0,0,0,0,1)\n//TNT1 A 0 A_CountDown\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\nComingClose:\nTNT1 A 0 A_JumpIfCloser(64,\"Death\")\nTNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)\nBNCM A 1 A_FadeIn(0.75)//A_SpawnItemEx(\"BounceM_TetherWireFX\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_CountDown\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\nReturn:\nDeath2:\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor BounceM_HandReturn : DuoPunchLeftyReturn\n{\nTranslation \"194:194=193:193\",\"195:195=39:39\"\n+NOCLIP\nScale 2.5\n+FORCEXYBILLBOARD\nrenderstyle translucent\nalpha 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_RearrangePointers(0,0,2)\nTNT1 A 0 A_FaceTarget\ngoto Spawn2\nSpawn2:\nTNT1 A 0 A_JumpIfCloser(64,\"Death\")\nTNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)\nBNCM C 1 //A_SpawnItemEx(\"BounceM_TetherWireFX\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_CountDown\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\nReturn:\nDeath2:\nDeath:\nBNCM I 0 A_GiveToTarget(\"BounceHandReturn\",999)\nstop\n}\n}\n\nActor BounceM_HandReturn2 : DuoPunchLeftyReturn\n{\nObituary \"$OB_BOUNCEPULL\"\nTranslation \"194:194=193:193\",\"195:195=39:39\"\n+NOCLIP\n+FORCEXYBILLBOARD\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_RearrangePointers(0,0,2)\nTNT1 A 0 A_FaceTarget\ngoto Spawn2\nSpawn2:\nTNT1 A 0 A_JumpIfCloser(64,\"Death\")\nTNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)\nBNCM C 1 //A_SpawnItemEx(\"BounceM_Drag\")\nTNT1 A 0 A_CountDown\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\nReturn:\nDeath2:\nDeath:\nBNCM I 0 A_GiveToTarget(\"BounceHandFlag2\",999)\nOOTC H 0 A_TakeFromTarget(\"SlappyHandOut\",1)\nstop\n}\n}\n\nactor BounceM_HandReturn2Drag : BounceM_HandReturn2\n{\nObituary \"$OB_BOUNCEPULL\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_RearrangePointers(0,0,2)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tgoto Spawn2\n\t\tSpawn2:\n\t\tTNT1 A 0 A_JumpIfCloser(64,\"Death\")\n\t\tTNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)\n\t\tBNCM C 1 A_SpawnItemEx(\"BounceM_Drag\")\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\t\tloop\n\t}\n}\n\nactor BounceM_Drag\n{\n+THRUSPECIES\nPROJECTILE\ndamagetype \"WindM_Pull\"\nObituary \"$OB_BOUNCEPULL\"\n+RIPPER\n+NOINTERACTION\n+DONTBLAST\ndamage (0)\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(12,50,0,0,50)\nstop\nCrash:\nDeath:\nXDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor BounceM_TetherWireFX : BasicClientSide\n{\n+NOINTERACTION\nScale 1.5\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIfCloser(32,\"Death\")\nBNCM A 2\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BounceM_Confetti\n{\n+MISSILE\n+DONTBLAST\n+DONTREFLECT\n+CLIENTSIDEONLY\n+LOWGRAVITY\n+THRUACTORS\n+DONTSPLASH\ndamage 0\nheight 2\nradius 2\nscale 2.0\nStates\n{\nSpawn:\nPCNF A 0\nPCNF A 0 A_Jump(85,\"Spawn2\")\nPCNF A 0 A_Jump(85,\"Spawn3\")\nSpawn1://White\nPCNF A 1\nPCNF BCD 1 A_ChangeVelocity(momx*0.9,momy*0.9,momz,2)\nPCNF ABCDABCD 1\nPCNF AAAAABBBBBCCCCCDDDDD 1 A_Fadeout(.1)\nstop\nSpawn2://195/249\nPCNF T 1\nPCNF UTU 1 A_ChangeVelocity(momx*0.9,momy*0.9,momz,2)\nPCNF TUTUTUTU 1\nPCNF TTTTTUUUUUTTTTTUUUUU 1 A_Fadeout(.1)\nstop\nSpawn3://194/250/4\nPCNF V 1\nPCNF WB 1 A_ChangeVelocity(momx*0.9,momy*0.9,momz,2)\nPCNF VWBVWBVW 1\nPCNF VVVVVBBBBBWWWWWVVVVVBBBBB 1 A_Fadeout(.1)\nstop\n}\n}\n\nactor BounceM_Ball\n{\nTranslation \"194:194=39:39\",\"195:195=41:41\",\"202:202=4:4\",\"192:192=193:193\",\"198:198=197:197\"\nPROJECTILE\n+HEXENBOUNCE\n//+BOUNCEONACTORS\n+CANBOUNCEWATER\n+USEBOUNCESTATE\n+FORCEXYBILLBOARD\n-NOGRAVITY\nWALLBOUNCEFACTOR 2\nBOUNCEFACTOR 2\nseesound \"weapon/bouncebounce\"\ndamagetype \"DMGNoHitstun\"\nObituary \"$OB_BOUNCEBALL\"\nspeed 30\nRadius 16\nHeight 16\nscale 2.5\ndamage (8)\nbouncecount 2\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nBBAL D 0 A_JumpIfInventory(\"BounceBallTimer\",10,\"Pop\")\nBBAL E 0 A_GiveInventory(\"BounceBallTimer\",1)\nBBAL DEDF 4\nloop\nPop:\nDeath:\nTNT1 A 0 A_PlaySoundEx(\"weapon/bounceexplode\", \"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"BounceBallPop\")\nTNT1 A 0 A_SpawnItemEx(\"BounceBallConfettiScatter\")\nTNT1 A 35\nStop\n/*Bounce.Actor:\nBBAL D 0 A_ChangeFlag(\"THRUACTORS\", 1)\nBBAL D 2 A_ChangeVelocity(40.0,0,velz,CVF_RELATIVE|CVF_REPLACE)\nBBAL F 2\nBBAL F 0 A_ChangeFlag(\"THRUACTORS\",0)\nGoto Spawn*/\n\n}\n}\n\nactor BounceM_BallB : BounceM_Ball{Translation\"194:194=74:74\",\"195:195=199:199\",\"202:202=4:4\",\"192:192=196:196\",\"198:198=205:205\"}\nactor BounceM_BallR : BounceM_Ball{Translation\"194:194=41:41\",\"195:195=43:43\",\"202:202=4:4\",\"192:192=170:170\",\"198:198=171:171\"}\nactor BounceM_BallO : BounceM_Ball{Translation\"194:194=128:128\",\"195:195=131:131\",\"202:202=4:4\",\"192:192=138:138\",\"198:198=104:104\"}\nactor BounceM_BallP : BounceM_Ball{Translation\"194:194=232:232\",\"195:195=223:223\",\"202:202=4:4\",\"192:192=214:214\",\"198:198=229:229\"}\n\n/*actor BounceBallX : BounceBall\n{\nStates\n{\nSpawn:\nBBAL D 0 A_JumpIfInventory(\"BounceBallTimer\",10,\"Pop\")\nBBAL E 0 A_GiveInventory(\"BounceBallTimer\",1)\nBBAL GHGI 4\nloop\nBounce.Actor:\nBBAL G 0 A_ChangeFlag(\"THRUACTORS\", 1)\nBBAL G 2 A_ChangeVelocity(40.0,0,velz,CVF_RELATIVE|CVF_REPLACE)\nBBAL I 2\nBBAL I 0 A_ChangeFlag(\"THRUACTORS\",0)\nGoto Spawn\n\n}\n}*/\n\nactor BounceBallPop\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nMMFX BCDE 2\nStop\n}\n}\n\nactor BounceBallConfettiScatter\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 AAAAA 0 A_SpawnItemEx(\"BounceM_Confetti\",0,0,0,7,0,random(-2,2),random(0,360))\nStop\n}\n}\n\nactor BounceBallTimer : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor BounceM_Latch : FastProjectile\n{\nTranslation \"194:194=39:39\",\"195:195=41:41\",\"202:202=4:4\",\"192:192=193:193\",\"198:198=197:197\"\nPROJECTILE\n+SKYEXPLODE\n+HITTRACER\n+FORCEXYBILLBOARD\nObituary \"$OB_BOUNCEGRAB\"\nRadius 16\nHeight 32\nscale 2.5\ndamage (0)\nspeed 90\ngravity 2\ndamagetype \"DMGNoHitstun\"\nvar int user_stuck;\nvar int user_PTID;\nStates\n{\nSpawn:\nBNCM D 0\nBNCM D 0 A_SetUserVar(\"user_PTID\",ACS_ExecuteWithResult(257,0))\nBNCM DDDDDDDDDD 1 A_SpawnItemEx(\"BounceM_TetherWire2\",0,0,0,0,0,0,0,1)\nBNCM G 0 A_Stop\nBNCM G 0 A_SpawnItemEx(\"BounceM_HandReturn\",0,0,0,0,0,0,0,1)\nstop\nCrash:\nXDeath:\nBNCM A 0 A_SetUserVar(\"user_stuck\", 1)\nDeath:\nBNCM A 0 A_Stop\nBNCM A 0 A_PlaySound(\"weapon/rminestick\")\nLatchStart:\nOOTC H 0 A_TakeFromTarget(\"UpUpAndAwayAmmo\",75)\nLatch:\nOOTC H 0 A_GiveToTarget(\"SlappyHandOut\",1)\nBNCM A 0 A_Warp(AAPTR_TRACER,0,0,12,0,WARPF_COPYINTERPOLATION)\nBNCM D 0 A_TakeFromTarget(\"BounceLatchTimeAmmo\",1)\nBNCM D 0 A_JumpIfInTargetInventory(\"BounceLatchTimeAmmo\",1,1)\ngoto Detonate\nBNCM D 1 A_JumpIfInTargetInventory(\"SlappyHandReturnFlag\",1,\"Detonate\")\nBNCM D 0 A_JumpIfInTargetInventory(\"SlappyHandReturnFlagX\",1,\"Exit\")\nBNCM D 0 A_SpawnItemEx(\"BounceM_TetherWire2\",0,0,0,0,0,0,0,1)\nBNCM D 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Detonate\")\nBNCM D 0 A_JumpIf(user_stuck==0,\"Latch\")\nBNCM D 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\",1)==0,\"Detonate\")\nGoto Latch\nDetonate:\nBNCM B 0 A_GiveToTarget(\"BounceLatchTimeAmmo\",350)\nBNCM B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Exit\")\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"cbm_istracerenemy\")==1,\"DetonateDrag\")\nHARP I 0 A_SpawnItemEx(\"BounceM_HandReturn2Drag\",0,0,0,0,0,0,0,1) //A_GiveToTarget(\"WavemanHookshotStart_P\",1)\n//HARP I 0 A_SpawnItemEx(\"BounceHandBoomFX\",0,0,0,0,0,0,0,1)\nTNT1 AAAAAAAAAA 1 ACS_NamedExecuteAlways(\"cbm_WaveHookshot\",0,user_PTID,20,0)\nstop\nDetonateDrag:\nHARP I 0 A_SpawnItemEx(\"BounceM_HandReturn2Drag\",0,0,0,0,0,0,0,1) //A_GiveToTarget(\"WavemanHookshotStart_P\",1)\nBNCM B 0 A_JumpIf(user_stuck==1,\"Exit\")\nTNT1 AAAAAAAAAA 1 ACS_NamedExecuteAlways(\"cbm_WaveHookshot\",0,user_PTID,10,0)\nExit:\nBNCM B 0 A_GiveToTarget(\"BounceLatchTimeAmmo\",350)\nHARP I 0 A_SpawnItemEx(\"BounceM_HandReturn2Drag\",0,0,0,0,0,0,0,1)\nTNT1 A 1\nstop\n}\n}\n\nactor BounceM_LatchB : BounceM_Latch {Translation \"194:194=74:74\",\"195:195=199:199\",\"202:202=4:4\",\"192:192=196:196\",\"198:198=205:205\"}\nactor BounceM_LatchR : BounceM_Latch {Translation \"194:194=41:41\",\"195:195=43:43\",\"202:202=4:4\",\"192:192=170:170\",\"198:198=171:171\"}\nactor BounceM_LatchO : BounceM_Latch {Translation \"194:194=128:128\",\"195:195=131:131\",\"202:202=4:4\",\"192:192=138:138\",\"198:198=104:104\"}\nactor BounceM_LatchP : BounceM_Latch {Translation \"194:194=232:232\",\"195:195=223:223\",\"202:202=4:4\",\"192:192=214:214\",\"198:198=229:229\"}\n\nactor BounceShockWaveSpawner : BasicExplosion\n{\nTranslation \"199:199=4:4\"\ndamagetype \"BounceM_Slam\"\nObituary \"$OB_BOUNCESLAM\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,15,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,30,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,45,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,60,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,75,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,90,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,105,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,120,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,135,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,150,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,165,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,180,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,195,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,210,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,225,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,240,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,255,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,270,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,285,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,300,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,315,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,330,1)\nTNT1 A 0 A_SpawnItemEx(\"BounceShockWave\",0,0,0,30,0,0,345,1)\nTNT1 A 2\nstop\n}\n}\n\nactor BounceShockWaveSpawnerB : BounceShockWaveSpawner{Translation \"199:199=205:205\"}\nactor BounceShockWaveSpawnerR : BounceShockWaveSpawner{Translation \"199:199=171:171\"}\nactor BounceShockWaveSpawnerO : BounceShockWaveSpawner{Translation \"199:199=104:104\"}\nactor BounceShockWaveSpawnerP : BounceShockWaveSpawner{Translation \"199:199=229:229\"}\n\nactor BounceShockWave\n{\nPROJECTILE\ndamagetype \"BounceM_Slam\"\nObituary \"$OB_BOUNCESLAM\"\n+FLOORHUGGER\n+THRUACTORS\n+THRUSPECIES\nDamage (5)\nRadius 32\nHeight 32\nSpeed 30\nScale 2.0\nStates\n{\nSpawn:\nY_0E S 0\nY_0E S 1\nY_0E S 5 A_ChangeFlag(\"THRUACTORS\",0)\nY_0E S 1 A_FadeOut(0.25)\nwait\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BounceM_SlamProtect : PowerProtection\n{\nPowerup.Duration 5\nDamageFactor \"BounceM_Slam\", 0.0\n}\n\nactor BouncemanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Punch\",0,1,-10,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_PunchB\",0,1,-10,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_PunchR\",0,1,-10,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_PunchO\",0,1,-10,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_PunchP\",0,1,-10,0)\ngoto Done\n}\n}\n\nactor BouncemanAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Latch\",0,1,10,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_LatchB\",0,1,10,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_LatchR\",0,1,10,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_LatchO\",0,1,10,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_LatchP\",0,1,10,0)\ngoto Done\n}\n}\n\nactor BouncemanReload_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Ball\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Ball\",60,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Ball\",120,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Ball\",180,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Ball\",240,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_Ball\",300,1,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallB\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallB\",60,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallB\",120,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallB\",180,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallB\",240,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallB\",300,1,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallR\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallR\",60,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallR\",120,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallR\",180,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallR\",240,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallR\",300,1,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallO\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallO\",60,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallO\",120,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallO\",180,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallO\",240,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallO\",300,1,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallP\",0,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallP\",60,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallP\",120,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallP\",180,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallP\",240,1,0,0)\nTNT1 A 0 A_FireCustomMissile(\"BounceM_BallP\",300,1,0,0)\ngoto Done\n}\n}\n\nactor BouncemanReloadSlam_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BounceShockWaveSpawner\",0,0,0,0)\nstop\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BounceShockWaveSpawnerB\",0,0,0,0)\nstop\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BounceShockWaveSpawnerR\",0,0,0,0)\nstop\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BounceShockWaveSpawnerO\",0,0,0,0)\nstop\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BounceShockWaveSpawnerP\",0,0,0,0)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/Megaman11/TundraStormBoss.txt",
"contents": "actor TundraStormBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_11F\"\ndropitem \"TundraStormWepCDropped\"\nWeapon.AmmoUse 16\nWeapon.AmmoGive 28\nWeapon.AmmoUse2 28\nObituary \"$OB_TUNDRACLOSE\"\nweapon.ammotype \"FeelFreezeAmmo\"\nInventory.Pickupmessage \"eats frosty goodness like a boss\"\n//inventory.icon \"CHILWEP1\"\nStates\n{\nSpawn:\nC_10 D 1\nloop\nReady:\nTUND A 0 ACS_ExecuteAlways(998,0,10974)\nTUND A 0 A_GunFlash\nTUND A 5\ngoto Ready1\n\nReady1:\nTUND A 1 A_JumpIfInventory(\"CoolingDownFlag\",1,\"ContinuedAirSlam\")\nTUND A 0 A_TakeInventory(\"TundraSpinningFlag\",1)\nTUND A 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND A 0 A_GiveInventory(\"TripleLutzAmmo\",2)\nTUND A 2 A_WeaponReady(WRF_ALLOWRELOAD)\nloop\nReady2:\nTUND A 0 A_TakeInventory(\"TundraSpinningFlag\",1)\nTUND A 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND A 0 A_GiveInventory(\"TripleLutzAmmo\",2)\nTUND A 2 A_WeaponReady(WRF_ALLOWRELOAD)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTUND A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTUND A 1 A_Raise\nLoop\n\nFire:\nTUND B 1 OffSet(45,42)\nFireAmmoC:\nTUND B 0 A_GiveInventory(\"GorgeousPowerStop\",1)\nTUND C 0 A_GiveInventory(\"TripleLutzAmmo\",5)\nXH0L A 0 //A_GiveInventory(\"TundraMainWind_CI\")\nTUND C 1 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND D 1 A_PlaySound(\"weapon/IceWaveLoop\",\"Body\",0.25)\nTUND C 0 A_Refire(\"FireAmmoC\")\nFireEndReal:\nTUND C 1 A_StopSound\nTUND C 0 A_JumpIfInventory(\"TripleLutzAmmo\",191,\"FireCicle3\")\nTUND C 0 A_JumpIfInventory(\"TripleLutzAmmo\",128,\"FireCicle2\")\nTUND C 0 A_JumpIfInventory(\"TripleLutzAmmo\",64,\"FireCicle1\")\nTUND G 1 A_PlaySoundEx(\"weapon/tundracicle\",\"Weapon\")\nXH0L A 0 A_GiveInventory(\"TundraMain00_CI\")\nTUND C 1 Offset(40,20)\nTUND C 1 Offset(0,40)\nTUND C 1 Offset(-20,43)\nTUND C 1 Offset(-45,45)\nTUND C 1 Offset(-46,46)\nTUND B 1 Offset(-45,47)\nTUND B 1 Offset(-43,47)\nTUND B 1 Offset(-30,47)\nTUND B 1 Offset(0,46)\nTUND B 1 Offset(-20,45)\nTUND B 0 A_TakeInventory(\"TripleLutzAmmo\",192)\nTUND B 0 A_TakeInventory(\"GorgeousPowerStop\",1)\ngoto Ready1+1\nFireCicle1:\nTUND G 1 A_PlaySoundEx(\"weapon/tundracicle\",\"Weapon\")\nXH0L A 0 A_GiveInventory(\"TundraMain01_CI\")\nTUND C 1 Offset(40,20)\nTUND C 1 Offset(0,40)\nTUND C 1 Offset(-20,43)\nTUND C 1 Offset(-45,45)\nTUND C 1 Offset(-46,46)\nTUND B 1 Offset(-45,47)\nTUND B 1 Offset(-43,47)\nTUND B 1 Offset(-30,47)\nTUND B 1 Offset(0,46)\nTUND B 1 Offset(-20,45)\nTUND B 0 A_TakeInventory(\"TripleLutzAmmo\",192)\nTUND B 0 A_TakeInventory(\"GorgeousPowerStop\",1)\ngoto Ready1+1\nFireCicle2:\nTUND G 1 A_PlaySoundEx(\"weapon/tundracicle\",\"Weapon\")\nXH0L A 0 A_GiveInventory(\"TundraMain02_CI\")\nTUND C 1 Offset(40,20)\nTUND C 1 Offset(0,40)\nTUND C 1 Offset(-20,43)\nTUND C 1 Offset(-45,45)\nTUND C 1 Offset(-46,46)\nTUND B 1 Offset(-45,47)\nTUND B 1 Offset(-43,47)\nTUND B 1 Offset(-30,47)\nTUND B 1 Offset(0,46)\nTUND B 1 Offset(-20,45)\nTUND B 0 A_TakeInventory(\"TripleLutzAmmo\",192)\nTUND B 0 A_TakeInventory(\"GorgeousPowerStop\",1)\ngoto Ready1+1\nFireCicle3:\nTUND G 1 A_PlaySoundEx(\"weapon/ColdField\",\"Weapon\")\nXH0L A 0 A_GiveInventory(\"TundraMain03_CI\")\nTUND C 1 Offset(40,20)\nTUND C 1 Offset(0,40)\nTUND C 1 Offset(-20,43)\nTUND C 1 Offset(-45,45)\nTUND C 1 Offset(-46,46)\nTUND B 1 Offset(-45,47)\nTUND B 1 Offset(-43,47)\nTUND B 1 Offset(-30,47)\nTUND B 1 Offset(0,46)\nTUND B 1 Offset(-20,45)\nTUND B 0 A_TakeInventory(\"TripleLutzAmmo\",192)\nTUND B 0 A_TakeInventory(\"GorgeousPowerStop\",1)\ngoto Ready1+1\n\nAltfire:\nTUND E 0 A_JumpIfInventory(\"TundraDelayA\",1,\"NoAmmo\")\nTUND E 1 A_JumpIfInventory(\"StaminaFlag\",10,1)\ngoto Ready1+1\nTUND E 1 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 1 Offset(-5, 46)A_GiveInventory(\"FeelFreezeAmmo\",1)//41\nTUND E 1 Offset(-9, 49)//41\nTUND E 1 Offset(-13, 51)A_GiveInventory(\"FeelFreezeAmmo\",1)//45\nTUND E 0 A_PlaySoundEx(\"weapon/ColdField\",\"Weapon\")\nTUND E 0 A_JumpIf(z-floorz==0,\"LeapGround\")\nTUND E 0 A_ChangeVelocity(50*cos(pitch), 0, 25*sin(-pitch), CVF_RELATIVE|CVF_REPLACE)\ngoto LiftOff\nLeapGround:\nTUND E 0 A_ChangeVelocity(Cos(pitch)*50,0,sin(pitch)*-10,CVF_RELATIVE|CVF_REPLACE)\nTUND E 0 ThrustThingZ(0,30,0,1)\ngoto LiftOff\nLiftOff:\nTUND E 0 A_GiveInventory(\"TundraIsBouncingFlag\",1)\nTUND E 0 A_GiveInventory(\"CoolingDownFlag\",1)\nTUND E 1 Offset(-17, 53)//45\nTUND E 1 Offset(-21, 56)\nTUND E 1 Offset(-24, 59)//46\nTUND E 1 Offset(-25, 61)\ngoto Slam\nSlam:\nCMDH C 0 A_TakeInventory(\"UnSolid\",99)\nCMDH C 0 A_ChangeFlag(\"SOLID\",0)\nCMDH C 0 A_ChangeFlag(\"THRUSPECIES\",1)\nTUND E 1 A_SpawnItemEX(\"TundraLeapCheck\",0,0,-8,momx,momy,momz,0,8,0)\nTUND E 0 A_JumpIf(z-floorz==0,\"SlamEnd\")\nTUND E 0 A_JumpIfInventory(\"TundraHasBouncedFlag\",1,\"SlamEnd\")\ngoto Slam\nSlamCancel:\nTUND E 0 A_WeaponReady(WRF_ALLOWRELOAD)\ngoto Slam\nSlamEnd:\nTUND E 0 SetPlayerProperty(0,1,0)\nTUND E 0 A_TakeInventory(\"StaminaFlag\",10)\nTUND E 0 A_PlaySound(\"weapon/icewavespawn\",\"Weapon\")\nTUND E 2 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 0 SetPlayerProperty(0,0,0)\nTUND E 0 A_JumpIfInventory(\"TundraHasBouncedFlag\",1,2)\nTUND E 0 A_Jump(256,\"SlamEnd2\")\nTUND E 0 A_TakeInventory(\"TundraHasBouncedFlag\",1)\nTUND E 0 A_JumpIfInventory(\"StaminaFlag\",10,2)\nTUND E 0 A_Jump(256,\"SlamEnd2\")\nTUND E 0 A_JumpIf(z-floorz>0, \"ContinuedAirSlam\")\nSlamEnd2:\nTUND E 0 A_TakeInventory(\"TundraIsBouncingFlag\",1)\nTUND E 0 A_TakeInventory(\"TundraHasBouncedFlag\",1)\nTUND E 1 Offset(-25, 61) A_GiveInventory(\"FeelFreezeAmmo\",1)//46\nTUND E 1 Offset(-24, 59)//46\nTUND E 1 Offset(-21, 56) A_GiveInventory(\"FeelFreezeAmmo\",1)//46\nTUND E 1 Offset(-17, 53)//45\nTUND A 1 Offset(-13, 51) A_GiveInventory(\"FeelFreezeAmmo\",1)//45\nTUND A 1 Offset(-9, 49)//41\nTUND A 1 Offset(-5, 46) A_GiveInventory(\"FeelFreezeAmmo\",1)//41\nCMDH C 0 A_ChangeFlag(\"THRUSPECIES\",0)\nCMDH C 0 A_SpawnItemEx(\"ResolidifyPlayer_H\")\nTUND A 1 A_TakeInventory(\"CoolingDownFlag\",1)\nTUND A 0 A_GiveInventory(\"TundraDelayA\",56)\nTUND A 0 A_SpawnItemEx(\"TundraDelayHelper\")\ngoto Ready1+1\nContinuedAirSlam:\nTUND E 6\nContinuedAirSlam2:\nTUND E 2 A_WeaponReady(WRF_ALLOWRELOAD)\nTUND E 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 0 A_SpawnItemEX(\"TundraLeapCheck\",0,0,0,momx,momy,momz,0,8,0)\nTUND E 0 A_JumpIf(z-floorz==0,\"SlamEnd\")\nTUND E 0 A_JumpIfInventory(\"TundraHasBouncedFlag\",1,\"SlamEnd\")\ngoto ContinuedAirSlam2\n\nReload:\nTUND A 1 A_JumpIfInventory(\"TundraSpinningFlag\",1,\"NoAmmo\")\nTUND A 0 A_JumpIfInventory(\"FeelFreezeAmmo\",60,\"Reaload\")\ngoto NoAmmo\nReaload:\nTNT1 A 0 A_GiveInventory(\"TundraIsBouncingFlag\",1)\nTNT1 A 0 A_GiveInventory(\"TundraSpinningFlag\",1)\nTNT1 F 0 A_TakeInventory(\"TundraHasBouncedFlag\",1)\nTUND F 0 A_GiveInventory(\"ImAGraciousDancerStop\",1)\nTUND F 0 A_TakeInventory(\"FeelFreezeAmmo\",60)\nTUND F 0 ThrustThingZ(0,60,0,0)\nTUND F 0 A_GiveInventory(\"TundraStorm_CI\",1)\nTUND F 1 Offset(-50,80)\nTUND F 1 Offset(-60,90)\nTUND F 1 Offset(-63,93)\nTUND F 1 Offset(-65,95)\nTUND F 1 Offset(-66,96)\nTUND F 1 Offset(-65,95)\nTUND F 1 Offset(-63,93)\nTUND F 1 Offset(-60,90)\nTUND F 1 Offset(-50,80)\nTUND F 1 Offset(-40,70)\nTUND F 1 Offset(-30,60)\nTUND F 1 Offset(-20,50)\nTUND F 1 Offset(-10,40)\nReadyFreeze:\nTUND F 4 A_WeaponReady(WRF_ALLOWRELOAD)\nTUND F 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND F 0 A_JumpIf(z-floorz==0,\"FreezeFall\")\ngoto ReadyFreeze\nFreezeFall:\nTUND F 1 A_JumpIfInventory(\"CoolingDownFlag\",1,\"CDTime\")\nTUND F 1 A_TakeInventory(\"TundraSpinningFlag\",1)\nTNT1 A 0 A_TakeInventory(\"TundraIsBouncingFlag\",1)\ngoto Ready2\nCDTime:\nTUND F 1 A_TakeInventory(\"CoolingDownFlag\",1)\nTUND A 0 A_GiveInventory(\"TundraDelayA\",56)\nTUND A 0 A_SpawnItemEx(\"TundraDelayHelper\")\ngoto Ready1+1\n\nNoAmmo:\nTUND A 10\nGoto Ready1+1\n\nFlash:\nTNT1 A 1 //\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIf(z-floorz>0, \"Flash2\")\nTNT1 A 0 A_GiveInventory(\"StaminaFlag\",4)\nTNT1 A 0 A_TakeInventory(\"ImaGraciousDancerStop\",1)\nFlash2:\nTNT1 A 0 A_JumpIfInventory(\"TripleLutzAmmo\",192,\"FlashFX\")\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\nTNT1 A 0 A_JumpIfInventory(\"TundraIsBouncingFlag\",1,\"Flash.Spinning\")\ngoto Flash\n/*FlashFreeze:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"TripleLutzAmmo\",192,\"FlashFX\")\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\nTNT1 A 0 A_JumpIfInventory(\"TundraIsBouncingFlag\",1,\"Flash.Spinning\")\ngoto Flash*/\nFlashFX:\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(12,32),0,12+random(-12,12),0,0,0,frandom(0,359),1,96)//TNT1 A 1 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(12,32),0,32+random(-12,12),0,0,0,frandom(0,359),1,96)\ngoto Flash\nFlash.Spinning:\nTNT1 A 1 //\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\nTNT1 A 0 A_JumpIfInventory(\"TundraIsBouncingFlag\",1,\"Flash.Spinning\")\ngoto Flash\nPauseFlash:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\ngoto Flash\n}\n}\n\nactor TundraStormerBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_11F\"\ndropitem \"TundraStormWepCDropped\"\nWeapon.AmmoUse 16\nWeapon.AmmoGive 28\nWeapon.AmmoUse2 28\nObituary \"$OB_TUNDRACLOSE\"\nweapon.ammotype \"FeelFreezeAmmo\"\nInventory.Pickupmessage \"eats frostier goodness like a boss\"\ninventory.icon \"MWS1Icon\"\nStates\n{\nSpawn:\nC_10 D 1\nloop\nReady:\nTUND E 0 ACS_ExecuteAlways(998,0,10973)\nTUND E 0 A_GunFlash\nTUND E 5\ngoto Ready1\n\nReady1:\nTUND E 1 A_JumpIfInventory(\"CoolingDownFlag\",1,\"ContinuedAirSlam\")\nTUND E 0 A_TakeInventory(\"TundraSpinningFlag\",1)\nTUND E 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 0 A_GiveInventory(\"TripleLutzAmmo\",2)\nTUND E 2 A_WeaponReady(WRF_ALLOWRELOAD)\nloop\nReady2:\nTUND E 0 A_TakeInventory(\"TundraSpinningFlag\",1)\nTUND E 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 0 A_GiveInventory(\"TripleLutzAmmo\",2)\nTUND E 2 A_WeaponReady(WRF_ALLOWRELOAD)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTUND E 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTUND E 1 A_Raise\nLoop\n\nFire:\nTUND B 1 OffSet(45,42)\nTUND G 1 A_PlaySoundEx(\"weapon/tundracicle\",\"Weapon\")\nXH0L A 0 A_GiveInventory(\"TundraMain00_CI\")\nTUND C 1 Offset(40,20)\nTUND B 1 Offset(-20,43)\nTUND B 1 Offset(-45,47)\nTUND G 1 A_PlaySoundEx(\"weapon/tundracicle\",\"Weapon\")\nXH0L A 0 A_GiveInventory(\"TundraMain00_CI\")\nTUND C 1 Offset(40,20)\nTUND B 1 Offset(-20,43)\nTUND B 1 Offset(-45,47)\nTUND G 1 A_PlaySoundEx(\"weapon/tundracicle\",\"Weapon\")\nXH0L A 0 A_GiveInventory(\"TundraMain00_CI\")\nTUND C 1 Offset(40,20)\nTUND B 1 Offset(-20,43)\nTUND B 1 Offset(-45,47)\nTUND B 1 Offset(-43,47)\nTUND B 1 Offset(-30,47)\nTUND B 1 Offset(0,46)\nTUND B 1 Offset(-20,45)\nTUND B 3 Offset(-20, 61)\nTUND B 3 Offset(-25, 61)\nTUND E 9 Offset(-25, 61)\nTUND E 1 Offset(-25, 61) A_GiveInventory(\"FeelFreezeAmmo\",2)//46\nTUND E 1 Offset(-24, 59)//46\nTUND E 1 Offset(-21, 56) A_GiveInventory(\"FeelFreezeAmmo\",2)//46\nTUND E 1 Offset(-17, 53)//45\nTUND E 1 Offset(-13, 51) A_GiveInventory(\"FeelFreezeAmmo\",2)//45\nTUND E 1 Offset(-9, 49)//41\nTUND E 1 Offset(-5, 46) A_GiveInventory(\"FeelFreezeAmmo\",2)//41\ngoto Ready1+1\n\nAltfire:\nTUND E 0 A_JumpIfInventory(\"TundraDelayA\",1,\"NoAmmo\")\nTUND E 1 A_JumpIfInventory(\"StaminaFlag\",10,1)\ngoto Ready1+1\nTUND E 1 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 1 Offset(-5, 46)A_GiveInventory(\"FeelFreezeAmmo\",1)//41\nTUND E 1 Offset(-9, 49)//41\nTUND E 1 Offset(-13, 51)A_GiveInventory(\"FeelFreezeAmmo\",1)//45\nTUND E 0 A_PlaySoundEx(\"weapon/ColdField\",\"Weapon\")\nTUND E 0 A_JumpIf(z-floorz==0,\"LeapGround\")\nTUND E 0 A_ChangeVelocity(50*cos(pitch), 0, 25*sin(-pitch), CVF_RELATIVE|CVF_REPLACE)\ngoto LiftOff\nLeapGround:\nTUND E 0 A_ChangeVelocity(Cos(pitch)*50,0,sin(pitch)*-10,CVF_RELATIVE|CVF_REPLACE)\nTUND E 0 ThrustThingZ(0,30,0,1)\ngoto LiftOff\nLiftOff:\nTUND E 0 A_GiveInventory(\"TundraIsBouncingFlag\",1)\nTUND E 0 A_GiveInventory(\"CoolingDownFlag\",1)\nTUND E 1 Offset(-17, 53)//45\nTUND E 1 Offset(-21, 56)\nTUND E 1 Offset(-24, 59)//46\nTUND E 1 Offset(-25, 61)\ngoto Slam\nSlam:\nTUND E 1 A_SpawnItemEX(\"TundraLeapCheck\",0,0,-8,momx,momy,momz,0,8,0)\nTUND E 0 A_JumpIf(z-floorz==0,\"SlamEnd\")\nTUND E 0 A_JumpIfInventory(\"TundraHasBouncedFlag\",1,\"SlamEnd\")\ngoto Slam\nSlamCancel:\nTUND E 0 A_WeaponReady(WRF_ALLOWRELOAD)\ngoto Slam\nSlamEnd:\nTUND E 0 A_TakeInventory(\"TundraHasBouncedFlag\",1)\nTUND E 0 SetPlayerProperty(0,1,0)\nTUND E 0 A_TakeInventory(\"StaminaFlag\",10)\nTUND E 0 A_PlaySound(\"weapon/icewavespawn\",\"Weapon\")\nTUND E 2 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 0 A_TakeInventory(\"TundraHasBouncedFlag\",1)\nTUND E 0 SetPlayerProperty(0,0,0)\nTUND E 0 A_JumpIfInventory(\"StaminaFlag\",10,2)\nTUND E 0 A_Jump(256,\"SlamEnd2\")\nTUND E 0 A_JumpIf(z-floorz>0, \"ContinuedAirSlam\")\nSlamEnd2:\nTUND E 0 A_TakeInventory(\"TundraIsBouncingFlag\",1)\nTUND E 0 A_TakeInventory(\"TundraHasBouncedFlag\",1)\nTUND E 1 Offset(-25, 61) A_GiveInventory(\"FeelFreezeAmmo\",1)//46\nTUND E 1 Offset(-24, 59)//46\nTUND E 1 Offset(-21, 56) A_GiveInventory(\"FeelFreezeAmmo\",1)//46\nTUND E 1 Offset(-17, 53)//45\nTUND E 1 Offset(-13, 51) A_GiveInventory(\"FeelFreezeAmmo\",1)//45\nTUND E 1 Offset(-9, 49)//41\nTUND E 1 Offset(-5, 46) A_GiveInventory(\"FeelFreezeAmmo\",1)//41\nTUND E 1 A_TakeInventory(\"CoolingDownFlag\",1)\nTUND E 0 A_GiveInventory(\"TundraDelayA\",56)\nTUND E 0 A_SpawnItemEx(\"TundraDelayHelper\")\ngoto Ready\nContinuedAirSlam:\nTUND E 6\nContinuedAirSlam2:\nTUND E 2 A_WeaponReady(WRF_ALLOWRELOAD)\nTUND E 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND E 0 A_SpawnItemEX(\"TundraLeapCheck\",0,0,0,momx,momy,momz,0,8,0)\nTUND E 0 A_JumpIf(z-floorz==0,\"SlamEnd\")\nTUND E 0 A_JumpIfInventory(\"TundraHasBouncedFlag\",1,\"SlamEnd\")\ngoto ContinuedAirSlam2\n\nReload:\nTUND A 1 A_JumpIfInventory(\"TundraSpinningFlag\",1,\"NoAmmo\")\nTUND A 0 A_JumpIfInventory(\"FeelFreezeAmmo\",60,\"Reaload\")\ngoto NoAmmo\nReaload:\nTNT1 A 0 A_GiveInventory(\"TundraIsBouncingFlag\",1)\nTNT1 A 0 A_GiveInventory(\"TundraSpinningFlag\",1)\nTNT1 F 0 A_TakeInventory(\"TundraHasBouncedFlag\",1)\nTUND F 0 A_GiveInventory(\"ImAGraciousDancerStop\",1)\nTUND F 0 A_TakeInventory(\"FeelFreezeAmmo\",60)\nTUND F 0 ThrustThingZ(0,60,0,0)\nTUND F 0 A_GiveInventory(\"TundraStorm_CI\",1)\nTUND F 1 Offset(-50,80)\nTUND F 1 Offset(-60,90)\nTUND F 1 Offset(-63,93)\nTUND F 1 Offset(-65,95)\nTUND F 1 Offset(-66,96)\nTUND F 1 Offset(-65,95)\nTUND F 1 Offset(-63,93)\nTUND F 1 Offset(-60,90)\nTUND F 1 Offset(-50,80)\nTUND F 1 Offset(-40,70)\nTUND F 1 Offset(-30,60)\nTUND F 1 Offset(-20,50)\nTUND F 1 Offset(-10,40)\nReadyFreeze:\nTUND F 4 A_WeaponReady(WRF_ALLOWRELOAD)\nTUND F 0 A_GiveInventory(\"FeelFreezeAmmo\",1)\nTUND F 0 A_JumpIf(z-floorz==0,\"FreezeFall\")\ngoto ReadyFreeze\nFreezeFall:\nTUND F 1 A_JumpIfInventory(\"CoolingDownFlag\",1,\"CDTime\")\nTUND F 1 A_TakeInventory(\"TundraSpinningFlag\",1)\nTUND A 1\nTNT1 A 0 A_TakeInventory(\"TundraIsBouncingFlag\",1)\ngoto Ready2\nCDTime:\nTUND F 1 A_TakeInventory(\"CoolingDownFlag\",1)\nTUND A 0 A_GiveInventory(\"TundraDelayA\",56)\nTUND A 0 A_SpawnItemEx(\"TundraDelayHelper\")\ngoto Ready\n\nNoAmmo:\nTUND E 10\nGoto Ready1+1\n\nFlash:\nTNT1 A 1 //\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIf(z-floorz>0, \"Flash2\")\nTNT1 A 0 A_GiveInventory(\"StaminaFlag\",4)\nTNT1 A 0 A_TakeInventory(\"ImaGraciousDancerStop\",1)\nFlash2:\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\nTNT1 A 0 A_JumpIfInventory(\"TundraIsBouncingFlag\",1,\"Flash.Spinning\")\ngoto Flash\nFlashFreeze:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"TripleLutzAmmo\",192,\"FlashFX\")\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\nTNT1 A 0 A_JumpIfInventory(\"TundraIsBouncingFlag\",1,\"Flash.Spinning\")\ngoto Flash\nFlashFX:\nTNT1 A 1 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(12,32),0,32+random(-12,12),0,0,0,frandom(0,359),1,96)\nTNT1 A 1 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(12,32),0,32+random(-12,12),0,0,0,frandom(0,359),1,96)\ngoto Flash\nFlash.Spinning:\nTNT1 A 1 //\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\nTNT1 A 0 A_JumpIfInventory(\"TundraIsBouncingFlag\",1,\"Flash.Spinning\")\ngoto Flash\nPauseFlash:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"GorgeousPowerStop\",1,\"PauseFlash\")\ngoto Flash\n}\n}\n\nactor FeelFreezeAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 120\n+INVENTORY.IGNORESKILL\n}\n\nactor TripleLutzAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 192\n+INVENTORY.IGNORESKILL\n}\n\nactor GorgeousPowerStop : OnceC {}\nactor ImaGraciousDancerStop : OnceC {}\n\nactor TundraDelayHelper : BasicHelper\n{\nreactiontime 57\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"TundraDelayA\",1)\nTNT1 A 1 A_Countdown\nloop\n}\n}\n\nactor TundraDelayA : Inventory\n{\ninventory.amount 1\ninventory.maxamount 56\n}\n\nactor TundraSpinningFlag : OnceC {}\n\nactor CoolingDownFlag : OnceC {}\n\nactor TundraGlacierWind\n{\nTranslation \"192:192=196:196\", \"198:198=58:58\", \"202:202=196:196\", \"199:199=58:58\"\nPROJECTILE\nrenderstyle translucent\nalpha .15\n+RIPPER\ndamagetype \"DMGNoHitstun\"\nObituary \"$OB_TUNDRACICLE\"\ndamage (0)\nradius 10\nheight 5\nspeed 45\nscale 3.5\nreactiontime 8\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNST A 1 A_Explode(1,48,0,0,48)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx*2/3,-momy*2/3,-momz*2/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx/3,-momy/3,-momz/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(16,32),random(-32,-16),random(-32,32),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(16,32),random(16,32),random(-32,32),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNST B 1 A_Explode(1,48,0,0,48)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx*2/3,-momy*2/3,-momz*2/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx/3,-momy/3,-momz/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(-32,-16),random(-32,32),random(-32,-16),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(16,32),random(-32,32),random(16,32),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNST C 1 A_Explode(1,48,0,0,48)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx*2/3,-momy*2/3,-momz*2/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx/3,-momy/3,-momz/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(16,32),random(-32,-16),random(-32,32),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(16,32),random(16,32),random(-32,32),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNST D 1 A_Explode(1,48,0,0,48)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx*2/3,-momy*2/3,-momz*2/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",-momx/3,-momy/3,-momz/3,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"TundraGlacierWindFX\",0,0,0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(-32,-16),random(-32,32),random(-32,-16),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"MrFreezemanWalkFX\",random(16,32),random(-32,32),random(16,32),momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_Countdown\nloop\nDeath:\nTNST A 0 A_Stop\nTNST A 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST A 1 A_SetScale(scalex+.35)\nTNST A 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST A 1 A_SetScale(scalex+.35)\nTNST B 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST B 1 A_SetScale(scalex+.35)\nTNST B 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST B 1 A_SetScale(scalex+.35)\nTNST C 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST C 1 A_SetScale(scalex+.35)\nTNST C 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST C 1 A_SetScale(scalex+.35)\nTNST D 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST D 1 A_SetScale(scalex+.35)\nTNST D 0 A_FadeOut(0.01)\nTNST A 0 A_Recoil(1)\nTNST D 1 A_SetScale(scalex+.35)\nloop\n}\n}\n\nactor TundraGlacierWindB : TundraGlacierWind{translation \"202:202=196:196\", \"199:199=76:76\", \"192:192=196:196\", \"198:198=76:76\"}\nactor TundraGlacierWindR : TundraGlacierWind{translation \"202:202=170:170\", \"199:199=191:191\", \"192:192=171:171\", \"198:198=41:41\"}\nactor TundraGlacierWindO : TundraGlacierWind{translation \"202:202=100:100\", \"199:199=123:123\", \"192:192=104:104\", \"198:198=128:128\"}\nactor TundraGlacierWindP : TundraGlacierWind{translation \"202:202=160:160\", \"199:199=229:229\", \"192:192=214:214\", \"198:198=229:229\"}\n\nactor TundraGlacierWindFX\n{\n+NOGRAVITY\nrenderstyle translucent\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+THRUGHOST\nscale 3.5\nalpha .15\n+BRIGHT\nstates\n{\nSpawn:\nTNST A 1 A_Fadeout(0.05)\nTNST A 0 A_ScaleVelocity(0.75)\nTNST B 1 A_Fadeout(0.05)\nTNST B 0 A_ScaleVelocity(0.75)\nTNST C 1 A_Fadeout(0.05)\nTNST C 0 A_ScaleVelocity(0.75)\nTNST D 1 A_Fadeout(0.05)\nTNST D 0 A_ScaleVelocity(0.75)\nloop\n}\n}\n\nactor TundraGlacier\n{\nTranslation \"202:202=196:196\", \"199:199=58:58\"\nPROJECTILE\ndamagetype \"DMGNoHitstun\"\nObituary \"$OB_TUNDRACICLE\"\ndamage (7)\nradius 10\nheight 5\nspeed 68\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNDR ABC 3\nloop\nDeath:\nTNT1 A 0 A_CheckCeiling(\"Death.Ceiling\")\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_PlaySoundEX(\"weapon/ChillIceBrk\",\"Weapon\")\nTNT1 A 35\nstop\nDeath.Ceiling:\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX1\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX2\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX3\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_PlaySoundEX(\"weapon/ChillIceBrk\",\"Weapon\")\nTNT1 A 35\nstop\n}\n}\n\nactor TundraGlacier0 : TundraGlacier\n{\n//-NOGRAVITY\nspeed 56\ngravity 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNDR ABC 3\nloop\n}\n}\n\nactor TundraGlacier2 : TundraGlacier\n{\ndamage (14)\nradius 15\nheight 10\nspeed 79\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNDR ABC 3 A_SpawnItemEx(\"MrFreezemanWalkFX\",0,random(-24,24),random(-8,8),0,0,0,0,1)\nloop\nDeath:\nTNT1 A 0 A_CheckCeiling(\"Death.Ceiling\")\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_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_PlaySoundEX(\"weapon/ChillIceBrk\",\"Weapon\")\nTNT1 A 35\nstop\nDeath.Ceiling:\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX1\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX2\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX3\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX1\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX2\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX3\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_PlaySoundEX(\"weapon/ChillIceBrk\",\"Weapon\")\nTNT1 A 35\nstop\n}\n}\n\nactor TundraGlacier3 : TundraGlacier //this might actually be the best projectile in the game, next to heatman's atomic fire. seriously, this thing is fucking CRACKED.\n{\ndamagetype \"TundraM_Slow\"\ndamage (21)\nradius 20\nspeed 90\nheight 15\nscale 3.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNDR ABC 2 A_SpawnItemEx(\"MrFreezemanWalkFX\",0,random(-24,24),random(-8,8),0,0,0,0,1)\nTNDR ABC 1 A_SpawnItemEx(\"MrFreezemanWalkFX\",0,random(-24,24),random(-8,8),0,0,0,0,1)\nloop\nDeath:\nTNT1 A 0 A_CheckCeiling(\"Death.Ceiling\")\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_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_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_PlaySoundEX(\"weapon/IceManBreak\",\"Weapon\")\nTNT1 A 35\nstop\nDeath.Ceiling:\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX1\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX2\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX3\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX1\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX2\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX3\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX1\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX2\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"IceBaFIcicleFX3\",random(0,6),0,random(2,32),random(-2,-6),0,random(-2,-6),random(0,359),1)\nTNT1 A 0 A_PlaySoundEX(\"weapon/IceManBreak\",\"Weapon\")\nTNT1 A 35\nstop\n}\n}\n\nactor TundraGlacier0B : TundraGlacier0{translation \"202:202=196:196\", \"199:199=76:76\", \"192:192=196:196\", \"198:198=76:76\"}\nactor TundraGlacier0R : TundraGlacier0{translation \"202:202=170:170\", \"199:199=191:191\", \"192:192=171:171\", \"198:198=41:41\"}\nactor TundraGlacier0O : TundraGlacier0{translation \"202:202=100:100\", \"199:199=123:123\", \"192:192=104:104\", \"198:198=128:128\"}\nactor TundraGlacier0P : TundraGlacier0{translation \"202:202=160:160\", \"199:199=229:229\", \"192:192=214:214\", \"198:198=229:229\"}\n\nactor TundraGlacierB : TundraGlacier{translation \"202:202=196:196\", \"199:199=76:76\", \"192:192=196:196\", \"198:198=76:76\"}\nactor TundraGlacierR : TundraGlacier{translation \"202:202=170:170\", \"199:199=191:191\", \"192:192=171:171\", \"198:198=41:41\"}\nactor TundraGlacierO : TundraGlacier{translation \"202:202=100:100\", \"199:199=123:123\", \"192:192=104:104\", \"198:198=128:128\"}\nactor TundraGlacierP : TundraGlacier{translation \"202:202=160:160\", \"199:199=229:229\", \"192:192=214:214\", \"198:198=229:229\"}\n\nactor TundraGlacier2B : TundraGlacier2{translation \"202:202=196:196\", \"199:199=76:76\", \"192:192=196:196\", \"198:198=76:76\"}\nactor TundraGlacier2R : TundraGlacier2{translation \"202:202=170:170\", \"199:199=191:191\", \"192:192=171:171\", \"198:198=41:41\"}\nactor TundraGlacier2O : TundraGlacier2{translation \"202:202=100:100\", \"199:199=123:123\", \"192:192=104:104\", \"198:198=128:128\"}\nactor TundraGlacier2P : TundraGlacier2{translation \"202:202=160:160\", \"199:199=229:229\", \"192:192=214:214\", \"198:198=229:229\"}\n\nactor TundraGlacier3B : TundraGlacier3{translation \"202:202=196:196\", \"199:199=76:76\", \"192:192=196:196\", \"198:198=76:76\"}\nactor TundraGlacier3R : TundraGlacier3{translation \"202:202=170:170\", \"199:199=191:191\", \"192:192=171:171\", \"198:198=41:41\"}\nactor TundraGlacier3O : TundraGlacier3{translation \"202:202=100:100\", \"199:199=123:123\", \"192:192=104:104\", \"198:198=128:128\"}\nactor TundraGlacier3P : TundraGlacier3{translation \"202:202=160:160\", \"199:199=229:229\", \"192:192=214:214\", \"198:198=229:229\"}\n\nactor TundraMain00_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier0\",0,0,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier0B\",0,0,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier0R\",0,0,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier0O\",0,0,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier0P\",0,0,-8,0)\ngoto Done\n}\n}\n\nactor TundraMainWind_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierWind\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierWindB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierWindR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierWindO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierWindP\",0,0,0,0)\ngoto Done\n}\n}\n\nactor TundraMain01_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier\",0,0,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierB\",0,0,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierR\",0,0,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierO\",0,0,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacierP\",0,0,-8,0)\ngoto Done\n}\n}\n\nactor TundraMain02_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier2\",0,0,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier2B\",0,0,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier2R\",0,0,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier2O\",0,0,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier2P\",0,0,-8,0)\ngoto Done\n}\n}\n\nactor TundraMain03_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier3\",0,0,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier3B\",0,0,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier3R\",0,0,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier3O\",0,0,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"TundraGlacier3P\",0,0,-8,0)\ngoto Done\n}\n}\n\nactor TundraNado\n{\nPROJECTILE\nObituary \"$OB_TUNDRASTORMBOSS\"\ndamagetype \"TundraM_Tornado\"\n+FLOORHUGGER\n+THRUGHOST\n+NOCLIP\n+DONTSPLASH\ndamage (0)\nRadius 20\nHeight 20\nreactiontime 16\nscale 8.25\nspeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTSTO M 0 A_CountDown\nTSTO M 1 A_SpawnItemEx(\"TundraTornadoDamager\",0,0,0,0,0,0,0)\nTSTO M 1\nTSTO MNMN 1 A_FadeOut(0.1)\nTSTO N 0 A_PlaySoundEx(\"weapon/superboost\",\"Weapon\")\nGoto Death\nDeath:\nTSTO N 0 A_Stop\n}\n}\n\nactor TundraNadoB : TundraNado{translation \"196:196=202:202\"}\nactor TundraNadoR : TundraNado{translation \"196:196=172:172\"}\nactor TundraNadoO : TundraNado{translation \"196:196=104:104\"}\nactor TundraNadoP : TundraNado{translation \"196:196=160:160\"}\n\nactor TundraStorm_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_SpawnItemEx(\"TundraNado\",0,0,0,0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_SpawnItemEx(\"TundraNadoB\",0,0,0,0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_SpawnItemEx(\"TundraNadoR\",0,0,0,0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_SpawnItemEx(\"TundraNadoO\",0,0,0,0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_SpawnItemEx(\"TundraNadoP\",0,0,0,0,0,0,0)\ngoto Done\n}\n}\n\nactor TundraTornadoDamager\n{\nPROJECTILE\nObituary \"$OB_TUNDRASTORMBOSS\"\ndamagetype \"TundraM_Tornado\"\n+DONTSPLASH\n+DONTBLAST\n+THRUGHOST\nDamage (5)\nRadius 150\nHeight 1350\nSpeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2\nTNT1 A 2\nGoto Death\nDeath:\nstop\n}\n}\n\n//IMPORTED FROM MY BOMBTASTIC CODE --- MegaVile//\n//And yes, he is meant to bounce on other objects.//\nactor TundraLeapCheck\n{\nPROJECTILE\nDamagetype \"TundraM_Leap\"\nObituary \"$OB_TUNDRASPIN\"\n+NOGRAVITY\n+SKYEXPLODE\n+DONTSPLASH\n+DONTBLAST\n+THRUGHOST\n+DONTREFLECT\n+HITTRACER\ndamage (20)\nRadius 44\nHeight 63\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0\nstop\nXDeath:\nTNT1 A 0 A_GiveToTarget(\"TundraHasBouncedFlag\")\nTNT1 A 0 A_GiveToTarget(\"TundraLeap_P\",1)\nStop\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nactor TundraM_LeapProtect : PowerProtection\n{\nPowerup.Duration 4\nDamageFactor \"TundraM_Leap\", 0.0\n}\n\nactor TundraLeap_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ThrustThingZ(0,60,0,0)\nTNT1 A 0\nstop\n}\n}\n\nactor TundraIsBouncingFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.IGNORESKILL\n}\n\nactor TundraHasBouncedFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.IGNORESKILL\n}\n\nactor TundraLeapFlashingFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.IGNORESKILL\n}\n\n//sailent asked me to put \"fuck you\" here\n//fuck you"
},
{
"source": "pk3",
"name": "actors/Megaman11/ScrambleThunderBoss.txt",
"contents": "CONST INT FUSE_SPEED = 50;\nactor ScrambleThunderBoss : BaseMM8BDMWep_CBM\n{\n\tTag \"Fuseman Boss\"\n\n\tdropitem \"ScrambleThunderWepCDropped\"\n\n\tObituary \"%o was zapped by %k's scramble thunder.\"\n\tInventory.Pickupmessage \"Damn...,,.,\"\n\tweapon.ammotype \"FusemanAmmo\"\n\tweapon.ammotype2 \"FusemanTracerAmmo\"\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoUse2 40\n\tWeapon.AmmoGive 0\n\tStates\n\t{\n\t\tSpawn:\n\t\tC_11 F 1\n\t\tloop\n\n\t\tReady:\n\t\t//FUSH A 0 A_GiveInventory(\"FusemanItem\")\n\t\tFUSH A 0 A_GunFlash\n\t\tFUSH A 0 ACS_ExecuteAlways(998,0,10971)\n\t\tGoto Ready1\n\n\t\tFlash:\n\t\tTNT1 A 1\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FusemanTracerRegen\",1,2)\n FUSH A 0 A_GiveInventory(\"FusemanAmmo_RC\",1)\n FUSH A 0 A_GiveInventory(\"FusemanPowerupSparkles_P\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,\"NoFlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SelfStoppedTFFlag\",1,\"YesFlightX\")//StayLocked\n\t\tTNT1 A 0 A_JumpIfInventory(\"FuseFlight\",1,\"Flight\")\n\t\tgoto NoFlight\n\t\tYesFlightX:\n\t\tTNT1 A 0 A_Stop\n\t\tgoto YesFlight\n\t\tFlight:\n\t\tTNT1 A 0 A_JumpIf(z-floorz>=160, \"NoFlight\")\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1, \"MaybeFlight\")\n\t\tYesFlight:\n\t\tTNT1 A 1 SetPlayerProperty(0, 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"StaminaFlag\",500,\"Flash\")\n\t\tTNT1 A 0 A_JumpIf(z-floorz==0, \"Recharge\")\n\t\tgoto Flash\n\t\tMaybeFlight:\n\t\tTNT1 A 0 A_TakeInventory(\"StaminaFlag\",20)\n\t\tTNT1 A 0 A_JumpIfInventory(\"StaminaFlag\",1,\"YesFlight\")\n\t\tgoto NoFlight\n\t\tNoFlight:\n\t\tTNT1 A 1 SetPlayerProperty(0, 0, 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"StaminaFlag\",500,\"Flash\")\n\t\tTNT1 A 0 A_JumpIf(z-floorz==0, \"Recharge\")\n\t\tGoto Flash\n\t\tRecharge:\n\t\tTNT1 A 0 A_GiveInventory(\"StaminaFlag\",4)\n\t\tGoto Flash\n\n\t\tReady1:\n //FUSH A 0 A_JumpIfInventory(\"FusemanAmmo\",280,\"Ready2\")\n FUSH A 1 A_WeaponReady\n\t\tTNT1 A 0 A_GiveInventory(\"FusemanTracerAmmo_RC\",1)\n loop\n\n Ready2:\n FUSH A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_GiveInventory(\"FusemanTracerAmmo_RC\",1)\n goto Ready1\n\n\t\tFire:\n\t\tFUSH A 0 A_JumpIfInventory(\"FusemanTracerAmmo\",40,1)\n\t\tgoto Ready1\n\t\tFUSH A 0 A_GiveInventory(\"FuseMain_CI\")\n //FUSH A 0 A_JumpIfInventory(\"FuseFunnyPowerup\",1,1)\n\t\tFUSH A 0 A_TakeInventory(\"FusemanTracerAmmo\",40)\n\t\tFUSH A 0 A_PlaySoundEx(\"fuseman/melee\",\"Weapon\")\n\t\tFUSH B 1 Offset(209, 75)\n\t\t/*FUSH B 1 //Offset(0, 120)A_GiveInventory(\"FuseM_CI2\")\n\t\tFUSH B 1 //Offset(0, 101)A_GiveInventory(\"FuseM_CI4\")\n\t\tFUSH B 1 //Offset(18, 98)A_GiveInventory(\"FuseM_CI3\")\n\t\tFUSH D 1 Offset(-20,12)\n\t\tFUSH D 1 Offset(-47, 42)\n\t\tFUSH D 2 Offset(-91, 40)\n\t\tFUSH D 2 Offset(-138, 20)\n\t\tFUSH D 2 Offset(-165, 39)*/\n\t\tFUSH B 1 Offset(209, 75)\n\t\tFUSH B 1 Offset(123, 64)\n\t\tFUSH D 1 Offset(123, 64)\n\t\tFUSH D 1 Offset(70, 40)\n\t\tFUSH D 1 Offset(12, 12)\n\t\tFUSH D 1 Offset(-64, -14)\n\t\tFUSH A 1 Offset(-120, -21)\n FUSH A 0 A_JumpIfInventory(\"FuseFunnyPowerup\",1,\"MainRefire\")\n\t\tMainEnd:\n\t\tTNT1 A 6 Offset(-130,89)\n\t\tFUSH A 2 Offset(-110,69)\n\t\tFUSH A 2 Offset(-77,58)\n\t\tFUSH A 2 Offset(-55,47)\n\t\tFUSH A 7 A_WeaponReady(14)\n\t\tgoto Ready1\n\n\t\tMainRefire:\n\t\tFUSH A 0 A_ReFire(\"MainRefireGo\")\n\t\tgoto MainEnd\n\t\tMainRefireGo:\n\t\tFUSH A 0 A_GiveInventory(\"FuseMain_CI\")\n\t\tFUSH A 0 A_PlaySoundEx(\"fuseman/melee\",\"Weapon\")\n\t\tFUSH B 1 Offset(209, 75)\n\t\t/*FUSH B 1 //Offset(0, 120)A_GiveInventory(\"FuseM_CI2\")\n\t\tFUSH B 1 //Offset(0, 101)A_GiveInventory(\"FuseM_CI4\")\n\t\tFUSH B 1 //Offset(18, 98)A_GiveInventory(\"FuseM_CI3\")\n\t\tFUSH D 1 Offset(-20,12)\n\t\tFUSH D 1 Offset(-47, 42)\n\t\tFUSH D 2 Offset(-91, 40)\n\t\tFUSH D 2 Offset(-138, 20)\n\t\tFUSH D 2 Offset(-165, 39)*/\n\t\tFUSH B 1 Offset(209, 75)\n\t\tFUSH B 1 Offset(123, 64)\n\t\tFUSH D 1 Offset(123, 64)\n\t\tFUSH D 1 Offset(70, 40)\n\t\tFUSH D 1 Offset(12, 12)\n\t\tFUSH D 1 Offset(-64, -14)\n\t\tFUSH A 1 Offset(-120, -21)\n\t\tTNT1 A 6 Offset(-130,89)\n\t\tFUSH A 2 Offset(-110,69)\n\t\tFUSH A 2 Offset(-77,58)\n\t\tFUSH A 2 Offset(-55,47)\n\t\tFUSH A 7 A_WeaponReady(14)\n\t\tgoto Ready1\n\n\t\tAltFire:\n FUSH A 0 A_JumpIfInventory(\"FuserOut\",1,\"Altfire2\")\n FUSH A 0 A_JumpIfInventory(\"FusemanAmmo\",280,1)\n\t\tgoto Ready1\n\t\tFUSH A 0 A_ReFire(1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",0)\n\t\tFUSH A 1 ACS_NamedExecute(\"BULL_SetState\",0,1)\n\t\tFUSH A 0 A_GiveInventory(\"FuseM_AltBoostCheck_P\")\n\t\tFUSH A 0 A_GiveInventory(\"FuseAlt_CI\")\n\t\tFUSH A 0 offset(-10,40)\n\t\tFUSH A 2 offset(-30,60)\n\t\tFUSH A 8 offset(-40,70)\n\t\tFUSH A 1 offset(-20,50)\n\t\tFUSH A 1 offset(-10,40)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ResolidifyPlayer_H\")\n\t\tFUSH A 5 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready1\n\n\t\tAltFire2:\n\t\tFUSH A 0 A_JumpIfInventory(\"FuseTracerHaltPowerup\",1,\"Ready1\")\n\t\tFUSH B 1 Offset(209, 75) A_PlaySoundEx(\"fuseman/teleport\",\"Weapon\")\n\t\tFUSH B 1 Offset(209, 75)\n\t\tTNT1 A 1 Offset(123, 64)\n\t\tFUSH C 1 Offset(123, 64)\n\t\tFUSH C 1 Offset(70, 40) A_SpawnItemEx(\"FusemanTracer\",24,0,32,0,0,0,0,1)\n\t\tFUSH C 1 Offset(-47, 56)\n\t\tFUSH C 2 Offset(12, 12)\n\t\tFUSH C 2 Offset(-64, -14)\n\t\tFUSH C 2 Offset(-120, -21)\n\t\tFUSH C 2 Offset(-110,69)\n\t\tFUSH A 2 Offset(-110,69)\n\t\tFUSH A 2 Offset(-77,58)\n\t\tFUSH A 2 Offset(-55,47)\n\t\tFUSH A 10 A_WeaponReady(WRF_NOFIRE)\n\t\tElDelay:\n\t\tFUSH A 1 A_WeaponReady(WRF_NOSECONDARY)\n FUSH A 0 A_JumpIfInventory(\"FuserOut\",1,\"ElDelay\")\n\t\tGoto Ready1\n\n\t\tReload:\n\t\tFUSH A 0 A_ReFire(1)\n\t\tFUSH A 1 ACS_NamedExecute(\"BULL_SetState\",0,1)\n\t\tFUSH A 0 A_GiveInventory(\"FuseM_AltBoostCheck_P\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChain\",0,0,0,0,0,0,0,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChain2\",0,0,0,0,0,0,0,1)\n\t\tFUSH A 0 offset(-10,40)\n\t\tFUSH A 2 offset(-30,60)\n\t\tFUSH A 8 offset(-40,70)\n\t\tFUSH A 1 offset(-20,50)\n\t\tFUSH A 1 offset(-10,40)\n\t\tFUSH A 5 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready1\n\t}\n}\n\n/*\t\tReload:\n\t\tFUSH A 1\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10000) != 0, \"Reload2\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10100) != 0, \"Reload2\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10200) != 0, \"Reload2\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10300) != 0, \"Reload2\")\n\t\tgoto Ready1\n\n\t\tReload2:\n\t\tTNT1 A 0 A_GiveInventory(\"FuseIsTeleportingFuckOff\")\n\t\tFUSH A 1 A_PlaySoundEx(\"fuseman/telestart\", \"Weapon\")\n\t\tFUSH F 1 //Offset(9, 32)\n\t\tFUSH A 1 //Offset(1, 32)\n\t\tFUSH F 1 //Offset(-9, 32)\n\t\tFUSH A 1 //Offset(1, 32)\n\t\tFUSH F 1 //Offset(18, 32)\n\t\tFUSH A 2 //Offset(1, 32)\n\t\tFUSH F 2 //Offset(-18, 32)\n\t\tFUSH A 2 //Offset(1, 32)\n\t\tFUSH C 2 Offset(48, 12)\n\t\tFUSH C 2 //Offset(1, 32)\n\t\tFUSH C 2 //Offset(-27, 32)\n\t\tFUSH C 2 //Offset(1, 32)\n\t\tFUSH C 2 //Offset(-36, 32)\n\t\tFUSH C 2 //Offset(1, 32)\n\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10000) != 0, \"ChaseB1\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10100) != 0, \"ChaseB2\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10200) != 0, \"ChaseB3\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10300) != 0, \"ChaseB4\")\n\t\tgoto Ready1\n\n\t\tReloadSound:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FuseInDashState\",1,2)\n\t\tTNT1 A 0 //A_SpawnItemEx(\"FuseVoltageHelper\")//A_PlaySoundEx(\"fuseman/hvoltage\",\"Body\")\n\t\tTNT1 A 0\n\t\tstop\n\n\t\tChaseB1:\n\t\tTNT1 A 0 A_GunFlash(\"ReloadSound\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_FuseTeleport\", 0, 0, tid+10000, 20)\n\t\tgoto RelWait\n\t\tChaseB2:\n\t\tTNT1 A 0 A_GunFlash(\"ReloadSound\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_FuseTeleport\", 0, 0, tid+10100, 20)\n\t\tgoto RelWait\n\t\tChaseB3:\n\t\tTNT1 A 0 A_GunFlash(\"ReloadSound\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_FuseTeleport\", 0, 0, tid+10200, 20)\n\t\tgoto RelWait\n\t\tChaseB4:\n\t\tTNT1 A 0 A_GunFlash(\"ReloadSound\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_FuseTeleport\", 0, 0, tid+10300, 20)\n\t\tgoto RelWait\n\n\t\tRelWait:\n\t\tTNT1 A 0 SetPlayerProperty(0, 1, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"FuseInDashState\")\n\t\tTNT1 A 0 A_ChangeFlag(NOGRAVITY, TRUE)\n\t\tTNT1 A 0 A_ChangeFlag(NOCLIP, TRUE)\n\t\tTNT1 A 0 A_GiveInventory(\"FuseTeleportItem\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapon/fusedashdown\", \"SoundSlot7\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapon/ElecTeleport\",\"SoundSlot6\")\n\t\tTNT1 A 0 A_TakeInventory(\"FusemanHUDCount\",1)\n\n\t\tRelWait2:\n\t\tTNT1 A 0 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager2\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"WeaponCharge\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager2\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 1 A_SpawnItemEx(\"FuseTeleportProjectile\",0,0,0,0,0,0,0,1)\n\t\tTNT1 A 0 A_GiveInventory(\"WeaponCharge\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 30, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 60, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 90, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 120, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 150, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 180, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 210, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 240, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 270, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 300, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 330, 1)\n\t\tRelWait3:\n\t\tTNT1 A 0 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager2\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 1 A_JumpIfInventory(\"WeaponCharge\",27,\"DashEnd\")\n\t\tTNT1 A 0 A_GiveInventory(\"WeaponCharge\",1)\n\t\tloop\n\n\t\tDashEnd:\n\t\tTNT1 A 0 SetPlayerProperty(0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager2\", 0, 0, 32, 0, 0, 0, 0, 1)\n\t\tTNT1 A 1 A_TakeInventory(\"WeaponCharge\",27)\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10000) != 0, \"ChaseB1\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10100) != 0, \"ChaseB2\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10200) != 0, \"ChaseB3\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Does TID Exist\", tid+10300) != 0, \"ChaseB4\")\n\t\tTNT1 A 0 A_ChangeFlag(NOCLIP, false)\n\t\tTNT1 A 0 Thing_Remove(tid + 10000)\n\t\tTNT1 A 0 Thing_Remove(tid + 10100)\n\t\tTNT1 A 0 Thing_Remove(tid + 10200)\n\t\tTNT1 A 0 Thing_Remove(tid + 10300)\n\t\tTNT1 A 0 A_TakeInventory(\"FusemanFuse1\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"FusemanFuse2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"FusemanFuse3\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"FusemanFuse4\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"FuseInDashState\")\n\t\tTNT1 A 0 A_TakeInventory(\"FusemanAmmo\",999)\n\t\tTNT1 A 0 A_GunFlash(\"Flash\")\n\t\tTNT1 A 0 A_StopSoundEx(\"Body\")\n\t\tTNT1 A 0 A_ChangeFlag(NOGRAVITY, FALSE)\n\t\tTNT1 A 2 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_TakeInventory(\"FusemanHUDCount\",99)\n\t\tTNT1 A 2 Offset(-110,69)\n\t\tFUSH A 2 Offset(-110,69)\n\t\tFUSH A 2 Offset(-77,58)\n\t\tFUSH A 2 Offset(-55,47)\n\t\tFUSH A 2 A_WeaponReady(14)\n\t\tgoto Ready1*/\n\nactor FusemanMeleeProtect : PowerProtection {\n\tDamageFactor \"FusemanMeleeX\", 0.1\n\tPowerup.Duration 20\n}\nactor FusemanDashP : PowerProtection {\n\tDamageFactor \"FusemanDash\", 0.0\n\tPowerup.Duration 4\n}\nactor FusemanDashP2 : PowerProtection {\n\tDamageFactor \"FusemanDash2\", 0.0\n\tPowerup.Duration 5\n}\nactor FuseM_Livewire2Prot : PowerProtection {\n\tDamageFactor \"FuseM_Livewire2\", 0.0\n\tPowerup.Duration 5\n}\nactor FuseM_ChainProt : PowerProtection {\n\tDamageFactor \"FuseM_Chain\", 0.0\n\tPowerup.Duration 6\n}\n\nactor FusemanAmmo : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 280\n\tInventory.Amount 1\n}\n\nactor FuseFlight : OnceC{}\n\nactor FuseFlightItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Oh, how did you find me? I feel so embarrassed!\"\ninventory.icon \"FUSEBATI\"\nscale 2.0\n+INVBAR\nstates\n{\nSpawn:\nASTI X 1\nloop\nUse:\nTNT1 A 0 A_PlaySoundEx(\"item/ItemUseMM9\",\"SoundSlot6\")\nTNT1 A 0 A_JumpIfInventory(\"FuseFlight\",1,\"Take\")\nTNT1 A 0 A_GiveInventory(\"FuseFlight\",1)\nfail\nTake:\nTNT1 A 0 A_TakeInventory(\"FuseFlight\",999)\nfail\n}\n}\n\nactor FusemanAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"FuserOut\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"FusemanAmmo\",2)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"FusemanAmmo\",4)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor FusemanPowerupSparkles_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"FuseFunnyPowerup\",1,1)\ngoto No\nTNT1 AAA 0 A_SpawnItemEx(\"FuseBodySparkleFX\",random(12,48),0,32+random(-12,12),0,0,0,frandom(0,359),1,96)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor FusemanTracerAmmo : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 280\n\tInventory.Amount 1\n}\n\nactor FuserOut : OnceC{}\n\nactor FusemanTracerAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"FusemanTracerAmmo\",2)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"FusemanTracerAmmo\",4)\nstop\n}\n}\n\nactor FuseM_AltBoostCheck_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(z-floorz==0,1)\ngoto PickupCheck\nTNT1 A 0 ThrustThingZ(0,16,0,0)\ngoto PickupCheck\n\nPickupCheck:\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==21,\"P_LF\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==19,\"P_RF\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==17,\"P_F\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==13,\"P_LB\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==11,\"P_RB\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==9,\"P_B\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==5,\"P_L\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==3,\"P_R\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_FetchMovementInput\")==1,\"P_None\")\ngoto P_None\n\nP_R://Right (2)\nTNT1 A 0 A_ChangeVelocity(0,-35,momz,3)\ngoto End\nP_L://Left (4)\nTNT1 A 0 A_ChangeVelocity(0,35,momz,3)\ngoto End\nP_B://Back (8)\nTNT1 A 0 A_ChangeVelocity(-35,0,momz,3)\ngoto End\nP_F://Forward (16)\nTNT1 A 0 A_ChangeVelocity(35,0,momz,3)\ngoto End\n\nP_RB:\nTNT1 A 0 A_ChangeVelocity(sin(-45)*35,sin(-45)*35,momz,3)\ngoto End\nP_LB:\nTNT1 A 0 A_ChangeVelocity(sin(-45)*35,sin(45)*35,momz,3)\ngoto End\n\nP_RF:\nTNT1 A 0 A_ChangeVelocity(sin(45)*35,sin(-45)*35,momz,3)\ngoto End\nP_LF:\nTNT1 A 0 A_ChangeVelocity(sin(45)*35,sin(45)*35,momz,3)\ngoto End\nP_None://No input/conflicting input (left+right=0)\nTNT1 A 0 ThrustThingZ(0,28,0,1)\ngoto End\nEnd:\nTNT1 A 0 ThrustThingZ(0,14,0,1)\n\n//TNT1 A 0 A_SpawnItemEX(\"TerraDashFX_H\",0,0,0,0,0,0,0,1)\n\nTNT1 A 0 A_PlaySound(\"weapon/fusedashdown\", \"SoundSlot7\")\nTNT1 A 0 A_PlaySoundEx(\"weapon/ElecTeleport\",\"SoundSlot6\")\nTNT1 A 0 A_TakeInventory(\"FusemanAmmo\",1,1)\nstop\n}\n}\n\n/*actor FuserShootSpawner\n{\n\tPROJECTILE\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YMFXBooster2\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserShoot\", 0, 0, 0, 36*cos(pitch), 0, 36*sin(-pitch), 0, 513)\n\t\t\tTNT1 A 0 //A_PlaySoundEx(\"fuseman/nope\",\"Body\")\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YMFXBooster2\", 0, -32, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YMFXBooster2\", 0, 32, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserShootTemp\", 0, -32, 0, 36*cos(pitch), 0, 36*sin(-pitch), -10, 513)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserShootTemp\", 0, 32, 0, 36*cos(pitch), 0, 36*sin(-pitch), 10, 513)\n\t\t\tTNT1 A 0 //A_PlaySoundEx(\"fuseman/nope\",\"Body\")\n\t\t\tTNT1 A 10\n\t\t\tstop\n\t}\n}*/\n\nactor FuserShoot\n{\n\tTranslation \"192:192=228:228\",\"198:198=228:228\"\n\tPROJECTILE\n\tDamagetype \"FuseM_Livewire\"\n\tObituary \"$OB_FUSESHOT1\"\n\tDamage (6)\n\tRadius 12\n\t+RIPPER\n\tHeight 15\n\tspeed 41\n\tScale 3.5\n\treactiontime 350\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\n\t\t\tSpawnLOOP:\n\t\t\tFSST A 0\n\n\t\tSpawnX:\n\t\t\tFSST ABCB 2 A_SpawnItemEx(\"FuseM1SparkleFX2\",0,0,0,0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-8,8),random(-8,8),random(-8,8))\n\t\t\tFSST A 0 A_Countdown\n\t\t\tloop\n\n\t\tDeath:\n\t\t\tTNT1 A 0 A_JumpIf(z-floorz==0, \"FuserGroundHug\")\n\t\t\tFSST DE 3\n\t\tstop\n\n\t\tFuserGroundHug:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserShootGroundHug\",0,0,0,36,0,0,0,1)\n\t\tstop\n\n\t}\n}\n\nactor FuserShootGroundHug : FuserShoot\n{\n-NOGRAVITY\n+NOEXPLODEFLOOR\n+STEPMISSILE\nmaxstepheight 32\ngravity 500\n\tStates\n\t{\n\t\tDeath:\n\t\t\tFSST DE 3\n\t\tstop\n\t}\n}\n\nactor FuseM1SparkleFX1 : BrightmanSparkleFX { scale 1.5 }\n\nactor FuseBodySparkleFX : BrightmanSparkleFX { scale 0.65 }\n\nactor FuseM1SparkleFX2 : BasicClientSide\n{\nscale 2.5\nStates\n{\nSpawn:\nFSST CDE 3\nstop\n}\n}\n\nactor FuseDashSparkleFX1 : BasicClientSide\n{\n+FORCEXYBILLBOARD\n+BRIGHT\nRenderstyle \"Translucent\"\nAlpha 0.95\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3\nTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\")\nSpawn1:\nFSTB UVWX 2\nstop\nSpawn2:\nFSTB UVVWWXX 1\nstop\nSpawn3:\nFSTB VUUVWX 1\nstop\nSpawn4:\nFSTB VUVWX 1\nstop\n}\n}\n\nactor FuseDashSparkleFX2 : FuseM1SparkleFX2\n{\nStates\n{\nSpawn:\nTNT1 A 3\nFSST CDE 3\nstop\n}\n}\n\nactor FuserShootTemp_L : FuserShoot\n{\nDamage (3)\nspeed 27\nRadius 10\nHeight 12\nscale 2.5\n\tObituary \"$OB_FUSESHOT2\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\n\t\t\tSpawnLOOP:\n\t\t\tFSST A 0\n\n\t\tSpawnX:\n\t\t\tFSST A 1 A_ChangeVelocity(0,6,0,CVF_RELATIVE)\n\t\t\tFSST BCBABCB 2 //A_SpawnItemEx(\"FuseSmallSparkFX\",random(-8,8),random(-8,8),random(-8,8))\n\t\tDeath:\n\t\t\tFSST DE 3\n\t\tstop\n\t}\n}\n\nactor FuserShootTemp_R : FuserShootTemp_L\n{\n\tObituary \"$OB_FUSESHOT3\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\n\t\t\tSpawnLOOP:\n\t\t\tFSST A 0\n\n\t\tSpawnX:\n\t\t\tFSST A 1 A_ChangeVelocity(0,-6,0,CVF_RELATIVE)\n\t\t\tFSST BCBABCB 2 //A_SpawnItemEx(\"FuseSmallSparkFX\",random(-8,8),random(-8,8),random(-8,8))\n\t\tDeath:\n\t\t\tFSST DE 3\n\t\tstop\n\t}\n}\n\nactor FuserShootB : FuserShoot {Translation \"198:198=74:74\", \"192:192=205:205\"}\nactor FuserShootR : FuserShoot {Translation \"198:198=41:41\", \"192:192=171:171\"}\nactor FuserShootO : FuserShoot {Translation \"198:198=128:128\", \"192:192=104:104\"}\nactor FuserShootP : FuserShoot {Translation \"198:198=232:232\", \"192:192=229:229\"}\n\nactor FuserShootTemp_LB : FuserShootTemp_L {Translation \"198:198=74:74\", \"192:192=205:205\"}\nactor FuserShootTemp_LR : FuserShootTemp_L {Translation \"198:198=41:41\", \"192:192=171:171\"}\nactor FuserShootTemp_LO : FuserShootTemp_L {Translation \"198:198=128:128\", \"192:192=104:104\"}\nactor FuserShootTemp_LP : FuserShootTemp_L {Translation \"198:198=232:232\", \"192:192=229:229\"}\n\nactor FuserShootTemp_RB : FuserShootTemp_R {Translation \"198:198=74:74\", \"192:192=205:205\"}\nactor FuserShootTemp_RR : FuserShootTemp_R {Translation \"198:198=41:41\", \"192:192=171:171\"}\nactor FuserShootTemp_RO : FuserShootTemp_R {Translation \"198:198=128:128\", \"192:192=104:104\"}\nactor FuserShootTemp_RP : FuserShootTemp_R {Translation \"198:198=232:232\", \"192:192=229:229\"}\n\nactor FuseSparkFX\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\nDamage(0)\nHeight 1\nRadius 1\nSpeed 0\nscale 1.5\nStates\n{\nSpawn:\nFSFX ABCD 2\nstop\n}\n}\n\nactor FuseSmallSparkFX : FuseSparkFX\n{\nscale 2.55\nStates\n{\nSpawn:\nSCTH EF 3\nstop\n}\n}\n\nactor FuseChain\n{\ndamagetype \"FusemanFuseChain\"\nObituary \"$OB_FUSETHUNDER\"\nvar int User_PosDis;\nvar int User_PosAngle;\nconst int POSITION_CHANGE = 9;\nconst int Z_POSITION = 32;\nPROJECTILE\n+NOBLOOD\n-NOBLOCKMAP\n+DONTRIP\n+REFLECTIVE\n+DEFLECT\n+DONTREFLECT\n+NOGRAVITY\n-SOLID\n+SHOOTABLE\n+NODAMAGETHRUST\n+NOBLOOD\n+DONTBLAST\n+QUICKTORETALIATE\n+RIPPER\n+SKYEXPLODE\n+DONTSPLASH\n+GHOST\n+THRUGHOST\n+NOINTERACTION\n+NOTARGETSWITCH\nspecies \"FuseChainType\"\n+THRUSPECIES\nHeight 16\nRadius 8\nSpeed 0\ndamage 0\nscale 2.5\nStates\n{\nSpawn:\nTNT1 AA 0\nTNT1 A 0 A_RearrangePointers(AAPTR_TARGET,AAPTR_TARGET,2)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",18,\"Orbit\") TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis + POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis + POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",1)\ngoto Spawn+2\n\nOrbit:\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION) TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit2\")\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit2\")\nGoto Orbit2\n\nOrbit2:\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//SCTH B 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit3\")\n//SCTH B 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit3\")\nGoto Orbit3\n\nOrbit3:\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION) TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit4\")\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit4\")\nGoto Orbit4\n\nOrbit4:\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//TNT1 A 0 A_GiveToTarget(\"MediumLongUltimateAmmo\",1) TNT1 A 0 A_TakeFromTarget(\"Base112Ammo\",1)\n//SCTH B 1 ////A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit\")\n//SCTH B 1 ////A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit\")\nGoto Orbit\n\nChainReturn:\nTNT1 A 0 //A_TakeFromTarget(\"BaseCustomFlag1\",1)\nChainReturnCont:\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,1)\nGoto ReturnEnd\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nTNT1 A 0 A_TakeInventory(\"CutterFlag\",1)\nGoto ChainReturnCont\nReturnEnd:\n//TNT1 A 0 A_GiveToTarget(\"FuseManFlag\",1)\nTNT1 A 0 //A_JumpIfInTargetInventory(\"FuseManFlag\",2,\"End\")\nTNT1 A 1\nGoto ReturnEnd+1\nDeath:\nEnd:\nTNT1 A 0\nstop\nDisappear:\nTNT1 A 0\nstop\n}\n}\n\nactor FuseChain2 : FuseChain\n{\nStates\n{\nSpawn:\nTNT1 AA 0 //A_GiveInventory(\"ProjectileCode\")\nTNT1 A 0 A_RearrangePointers(AAPTR_TARGET,AAPTR_TARGET,2)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",18,\"Orbit\") TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",1)\ngoto Spawn+2\n\nOrbit:\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION) TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit2\")\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit2\")\nGoto Orbit2\n\nOrbit2:\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//SCTH B 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit3\")\n//SCTH B 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit3\")\nGoto Orbit3\n\nOrbit3:\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION) TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit4\")\n//SCTH A 1 //A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit4\")\nGoto Orbit4\n\nOrbit4:\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosAngle,User_PosAngle - POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 //A_JumpIfInTargetInventory(\"ReturningChain\",1,\"ChainReturn\")\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\n//TNT1 A 0 A_GiveToTarget(\"MediumLongUltimateAmmo\",1) TNT1 A 0 A_TakeFromTarget(\"Base112Ammo\",1)\n//SCTH B 1 ////A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit\")\n//SCTH B 1 ////A_JumpIfInTargetInventory(\"Base112Ammo\",1,\"Orbit\")\nGoto Orbit\n\nChainReturn:\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,1)\nGoto ReturnEnd\nSCTH A 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis + POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nSCTH B 1 A_Warp(AAPTR_TARGET,0,User_PosDis,Z_POSITION,User_PosAngle,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar(User_PosDis,User_PosDis + POSITION_CHANGE)\nTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\") TNT1 A 0 A_SpawnItemEx(\"FuseChainDamager\",0,0,Z_POSITION)\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)//A_SpawnItemEx(\"FuseSmallSparkFX\",random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE),random(-POSITION_CHANGE,POSITION_CHANGE))\nTNT1 A 0 A_TakeInventory(\"CutterFlag\",1)\nGoto ChainReturn\nReturnEnd:\n//TNT1 A 0 A_GiveToTarget(\"FuseManFlag\",1)\nTNT1 A 0 //A_JumpIfInTargetInventory(\"FuseManFlag\",2,\"End\")\nTNT1 A 1\nGoto ReturnEnd+1\nDeath:\nEnd:\nTNT1 A 0\nstop\nDisappear:\nTNT1 A 0\nstop\n}\n}\n\nactor FuseChainDamager\n{\n+THRUSPECIES\nPROJECTILE\ndamagetype \"FuseM_Chain\"\nObituary \"$OB_FUSECHAIN\"\n+RIPPER\n+NOINTERACTION\n+DONTBLAST\ndamage (0)\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(4,50,0,0,50)\nstop\nCrash:\nDeath:\nXDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FusemanSpawnChecker\n{\n\t+MISSILE\n\t+THRUACTORS\n\t+THRUGHOST\n\tRadius 16\n\tHeight 57\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor FusemanFuseBeacon\n{\n\tTranslation \"192:192=228:228\",\"198:198=222:222\"\n\tPROJECTILE\n\t+NOGRAVITY\n\t+DONTREFLECT\n\t+DONTBLAST\n\tScale 2.5\n\tvar int user_a; //Angle\n\tvar int user_rotspeed;\n\n\t+DONTRIP\n+NOGRAVITY//\n+NOEXPLODEFLOOR\n//+DONTSPLASH\n+QUICKTORETALIATE\n-NOBLOCKMAP\n//-SHOOTABLE\n+DONTDRAIN\n+NOBLOOD\n+NOTARGETSWITCH\n//+NOPAIN\n+CANPASS\npainchance 0\n//painchance \"FuseM_Livewire\", 256\n//painchance \"FuseM_Livewire2\", 256\n\n//Species \"\"\n//damagefactor \"FuseM_Livewire\", 1.0\n//damagefactor \"FuseM_Livewire2\", 1.0\nmass 99999\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 A_JumpIf(CallACS(\"Spawn try\") == 1, \"SpawnL\")\n\t\t\t//stop\n\t\tSpawnL:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"fuseman/telestart\", \"Weapon\")\n\t\t\t11FG A 12\n\t\t\tTNT1 A 0 A_GiveToTarget(\"FuserOut\",1)\n\t\t\t11FG A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Close\")\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"FuseChain\",0,0,0,0,0,0,0,1)\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"FuseChain2\",0,0,0,0,0,0,0,1)\n\t\t\t//\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",1)\n\t\tSpawnLOOP:\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"FusemanAmmo\",1,1)\n\t\t\tgoto ZapDetonate\n\t\t\t11FG A 1\n\t\t\tMAPJ A 0 A_PlaySoundEx(\"weapon/magnetminefly\",\"Body\",1)\n\t\t\tTNT1 A 0 A_TakeFromTarget(\"FusemanAmmo\",1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_rotspeed\",user_rotspeed-9)\n\t\t\tTNT1 A 0 A_RadiusGive(\"FuseDoubleMain_P\",300,514)\n\t\t\t11FG A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Close\")\n\t\t\t//TNT1 A 0 A_Explode(40, 32, 0, 0, 32)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon\",300,0,0,0,0,0,user_rotspeed,1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon\",300,0,0,0,0,0,user_rotspeed+180,1)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"FusemanAmmo\",1,1)\n\t\t\tgoto ZapDetonate\n\t\t\t11FG B 1\n\t\t\tMAPJ A 0 A_PlaySoundEx(\"weapon/magnetminefly\",\"Body\",1)\n\t\t\tTNT1 A 0 A_TakeFromTarget(\"FusemanAmmo\",1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_rotspeed\",user_rotspeed-9)\n\t\t\tTNT1 A 0 A_RadiusGive(\"FuseDoubleMain_P\",300,514)\n\t\t\t11FG A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Close\")\n\t\t\t//TNT1 A 0 A_Explode(40, 32, 0, 0, 32)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon2\",300,0,0,0,0,0,user_rotspeed,1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon2\",300,0,0,0,0,0,user_rotspeed+180,1)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"FusemanAmmo\",1,1)\n\t\t\tgoto ZapDetonate\n\t\t\t11FG C 1\n\t\t\tMAPJ A 0 A_PlaySoundEx(\"weapon/magnetminefly\",\"Body\",1)\n\t\t\tTNT1 A 0 A_TakeFromTarget(\"FusemanAmmo\",1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_rotspeed\",user_rotspeed-9)\n\t\t\tTNT1 A 0 A_RadiusGive(\"FuseDoubleMain_P\",300,514)\n\t\t\t11FG A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Close\")\n\t\t\t//TNT1 A 0 A_Explode(40, 32, 0, 0, 32)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon\",300,0,0,0,0,0,user_rotspeed,1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon\",300,0,0,0,0,0,user_rotspeed+180,1)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"FusemanAmmo\",1,1)\n\t\t\tgoto ZapDetonate\n\t\t\t11FG D 1\n\t\t\tMAPJ A 0 A_PlaySoundEx(\"weapon/magnetminefly\",\"Body\",1)\n\t\t\tTNT1 A 0 A_TakeFromTarget(\"FusemanAmmo\",1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_rotspeed\",user_rotspeed-9)\n\t\t\tTNT1 A 0 A_RadiusGive(\"FuseDoubleMain_P\",300,514)\n\t\t\t11FG A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Close\")\n\t\t\t//TNT1 A 0 A_Explode(40, 32, 0, 0, 32)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon2\",300,0,0,0,0,0,user_rotspeed,1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuseChainBeacon2\",300,0,0,0,0,0,user_rotspeed+180,1)\n\t\t\tloop\n\n\t\tClose:\n\t\t\t11FG A 0 A_TakeFromTarget(\"FuserOut\",1)\n\t\t\t11FG A 0 A_SpawnItemEx(\"FuserExplosionFX\",0,0,0,0,0,0,0,1)\n\t\t\tTNT1 A 6\n\t\t\tstop\n\n\t\tCloseTes:\n\t\t\t11FG A 0 //A_GiveToTarget(\"FuserExploder\",1)\n\t\t\t11FG A 0 A_TakeFromTarget(\"FuserOut\",1)\n\t\t\t11FG A 0 A_SpawnItemEx(\"FuserExplosionFX\",0,0,0,0,0,0,0,1)\n\t\t\tTNT1 A 6\n\t\t\tstop\n\n\t\tDeath.FuseM_Livewire:\n\t\tPain.FuseM_Livewire:\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\",1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\t\t\tgoto ZapDetonateShot\n\n\t\tZap:\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\",1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\t\t\tgoto ZapDetonateShot\n\n\t\tZapDetonate:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\tZapDetonate2:\n\t\t\tSTAC A 0 A_PlaySoundEx(\"fuseman/hvend\",\"body\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, user_a, 1)\n\t\t\tTNT1 A 0 A_SetUserVar(user_a, user_a + 360/12)\n\t\t\tTNT1 A 0 A_JumpIf(user_a < 360, \"ZapDetonate2\")\n\t\t\tTNT1 A 0 A_SetUserVar(user_a, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\t\t11FG A 0 A_TakeFromTarget(\"FuserOut\",1)\n\t\t\t11FG A 0 A_SpawnItemEx(\"FuserExplosionFX\",0,0,0,0,0,0,0,1)\n\t\t\tTNT1 A 6\n\t\t\tstop\n\t\tZapDetonateShot:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"fuseman/hvoltage\",\"Body\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 30, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 60, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 90, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 120, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 150, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 180, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 210, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 240, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 270, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 300, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuserZap\", 0, 0, 0, 15, 0, 0, 330, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"CutterFlag\",1)\n\t\t\t11FG BCDBCDBCD 1 A_GiveToTarget(\"FuseTracerHaltPowerup\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",6, 1)\n\t\t\tgoto ZapDetonateShot\n\t\t\tSTAC A 0 A_PlaySoundEx(\"fuseman/hvend\",\"body\")\n\t\t\t11FG A 0 A_TakeFromTarget(\"FuserOut\",1)\n\t\t\t11FG A 0 A_TakeFromTarget(\"FusemanAmmo\",140)\n\t\t\t11FG A 0 A_SpawnItemEx(\"FuserExplosionFX\",0,0,0,0,0,0,0,1)\n\t\t\tTNT1 A 6\n\t\t\tstop\n\t}\n}\n\nactor FusemanFuseBeaconB : FusemanFuseBeacon {Translation \"198:198=74:74\", \"192:192=205:205\"}\nactor FusemanFuseBeaconR : FusemanFuseBeacon {Translation \"198:198=41:41\", \"192:192=171:171\"}\nactor FusemanFuseBeaconO : FusemanFuseBeacon {Translation \"198:198=128:128\", \"192:192=104:104\"}\nactor FusemanFuseBeaconP : FusemanFuseBeacon {Translation \"198:198=232:232\", \"192:192=229:229\"}\n\nactor FuseChainBeacon\n{\nPROJECTILE\nDamagetype \"FuseM_Chain\"\nObituary \"$OB_FUSECHAIN\"\n+NOINTERACTION\nDamage (0)\nRadius 10\nHeight 10\nSpeed 23\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nSpawnLOOP:\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)\nSCTH A 1 A_SpawnItemEx(\"FuseChainDamager\")\nstop\n}\n}\n\nactor FuseChainBeacon2 : FuseChainBeacon\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nSpawnLOOP:\nTNT1 A 0 A_SpawnItemEx(\"FuseM1SparkleFX1\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,1)\nSCTH B 1 A_SpawnItemEx(\"FuseChainDamager\")\nstop\n}\n}\n\nactor FuseDoubleMain_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"FuseFunnyPowerup\")\nstop\n}\n}\n\nactor FuseFunnyPowerup : Powerup\n{\nPowerup.Duration 5\n}\n\nactor FuseTracerHaltPowerup : Powerup\n{\nPowerup.Duration 5\n}\n\nactor FuserExplosionFX: BasicClientside\n{\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t11FG ABAB 2\n\t\t\tX_8B ABCDEF 1 A_SetTranslucent(0.65, 1)\n\t\t\tstop\n\t}\n}\n\nactor FusemanDamager : BasicExplosion\n{\n\tPROJECTILE\n\tObituary \"$OB_FUSETRAIL\"\n\tDamagetype \"DMGNoHitstun\"\n\tRenderstyle Add\n\tAlpha 0.5\n\tScale 3.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Explode(4, 96, 0, 0, 48)\n\t\t\tTNT1 A 0 A_Jump(256, 1, 3)\n\t\t\tSCTH AC 1 A_Fadeout\n\t\t\twait\n\t\t\tSCTH BD 1 A_Fadeout\n\t\t\twait\n\t}\n}\n\nactor FusemanDamager2 : FusemanDamager\n{\n\tObituary \"$OB_FUSECHAIN\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Explode(4, 96, 0, 0, 48)\n\t\t\tTNT1 A 0 A_Jump(256, 1, 3)\n\t\t\tSCTH AC 1 A_Fadeout\n\t\t\twait\n\t\t\tSCTH BD 1 A_Fadeout\n\t\t\twait\n\t}\n}\n\nactor Fusemantrail : BasicClientside\n{\n\tRenderstyle Translucent\n\tAlpha 0.85\n\tScale 1.85\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tFSFX A 0 A_Jump(256,1,2,3,4)\n\t\t\tFSFX A 1 A_Fadeout(0.05)\n\t\t\twait\n\t\t\tFSFX B 1 A_Fadeout(0.05)\n\t\t\twait\n\t\t\tFSFX C 1 A_Fadeout(0.05)\n\t\t\twait\n\t\t\tFSFX D 1 A_Fadeout(0.05)\n\t\t\twait\n\t}\n}\n\nactor FusemanTracer\n{\n\tPROJECTILE\n\t+NOINTERACTION\n\tReactionTime 12 //Bouncing times\n\tScale 3.0\n\tvar int user_owner;\n\tvar int user_a; //Angle\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(user_owner, ACS_ExecuteWithResult(257,0))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Fuseman Tracer\", 0, user_owner, FUSE_SPEED + 10, reactiontime)\n\t\tWaiting:\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanDamager\", 0, 0, 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"FuseTracerHaltPowerup\")\n\t\t\tloop\n\t\tBeaconReached:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"fuseman/hvoltage\",\"Body\")\n\t\t\tstop\n\n\t\tBeaconReachedForced:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"fuseman/hvoltage\",\"Body\")\n\t\t\tstop\n\n\t\tDeath:\n\t\t\tTNT1 A 0 A_StopSoundEx(\"Body\")\n\t\t\tstop\n\t}\n}\n\nactor FuseTeleportProjectile\n{\nPROJECTILE\nObituary \"$OB_FUSETHUNDER\"\ndamagetype \"ClassPainless2\"\n+THRUSPECIES\n+DONTBLAST\n+DONTREFLECT\n+FORCEYBILLBOARD\n+CLIENTSIDEONLY\nDamage (0)\nRadius 16\nHeight 16\nSpeed 1\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nTNT1 A 0 A_SpawnItemEx(\"Fusemantrail\", 0, 0, 0, 0, 0, 0, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"FusemanDamager\", 0, 0, 0, 0, 0, 0, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"FuseTeleportProjectile\",0,0,0,momx,momy,momz,0,553)\nTNT1 A 0 A_SpawnItemEx(\"FuseTeleportProjectileExplosion\",0,0,0,momx,momy,momz,0,552)\nTNT1 A 1 A_Stop\nStop\n\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FuseTeleportProjectileExplosion\n{\nPROJECTILE\nObituary \"$OB_FUSETHUNDER\"\ndamagetype \"FuseTeleporter\"\n+THRUACTORS\n+THRUSPECIES\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\n+SERVERSIDEONLY\nrenderstyle none\ndamage (0)\nRadius 8\nHeight 8\nspeed 51\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FuseTeleportProjectileExplosion\",0,0,0,0,0,momz,0,552)\nTNT1 A 0 A_Stop\nTNT1 A 1 A_Explode(15,96,0,0,97)\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor FuserZap\n{\n\tPROJECTILE\n\tDamagetype \"FuseM_Livewire2\"\n\tScale 2\n\tObituary \"$OB_FUSEBATTERY\"\n\tDamage (10)\n\tSpeed 28\n\t+THRUSPECIES\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\n\t\t\tSpawnLOOP:\n\t\t\tTNT1 A 0\n\t\t\tFSST A 2 A_ChangeFlag(\"THRUACTORS\",0)\n\t\t\tFSST BCABCAB 2\n\t\t\tFSST CDE 2\n\t\t\tstop\n\t}\n}\n\nactor FuseMain_CI : TeamColor_CI\n{\n\tstates\n\t{\n\t\tFireX:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShoot\",0,2,-8,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_L\",0,0,2,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_R\",0,0,-18,0)\n\t\t\tgoto Done\n\t\tFireB:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootB\",0,2,-8,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_LB\",0,0,2,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_RB\",0,0,-18,0)\n\t\t\tgoto Done\n\t\tFireR:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootR\",0,2,-8,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_LR\",0,0,2,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_RR\",0,0,-18,0)\n\t\t\tgoto Done\n\t\tFireO:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootO\",0,2,-8,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_LO\",0,0,2,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_RO\",0,0,-18,0)\n\t\t\tgoto Done\n\t\tFireP:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootP\",0,2,-8,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_LP\",0,0,2,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FuserShootTemp_RP\",0,0,-18,0)\n\t\t\tgoto Done\n\t}\n}\n\nactor FuseAlt_CI : TeamColor_CI\n{\n\tstates\n\t{\n\t\tFireX:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanFuseBeacon\",0,0,32,0,0,0,0,0,0,tid+10000)\n\t\t\tgoto Done\n\t\tFireB:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanFuseBeaconB\",0,0,32,0,0,0,0,0,0,tid+10000)\n\t\t\tgoto Done\n\t\tFireR:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanFuseBeaconR\",0,0,32,0,0,0,0,0,0,tid+10000)\n\t\t\tgoto Done\n\t\tFireO:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanFuseBeaconO\",0,0,32,0,0,0,0,0,0,tid+10000)\n\t\t\tgoto Done\n\t\tFireP:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusemanFuseBeaconP\",0,0,32,0,0,0,0,0,0,tid+10000)\n\t\t\tgoto Done\n\t}\n}\n\n/*actor FuseM_CI1 : TeamColor_CI\n{\n\tstates\n\t{\n\t\tFireX:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMelee\",-15,0,-8,0,0,-10)\n\t\t\tgoto Done\n\t\tFireB:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeB\",-15,0,-8,0,0,-10)\n\t\t\tgoto Done\n\t\tFireR:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeR\",-15,0,-8,0,0,-10)\n\t\t\tgoto Done\n\t\tFireO:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeO\",-15,0,-8,0,0,-10)\n\t\t\tgoto Done\n\t\tFireP:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeP\",-15,0,-8,0,0,-10)\n\t\t\tgoto Done\n\t}\n}\n\nactor FuseM_CI2 : TeamColor_CI\n{\n\tstates\n\t{\n\t\tFireX:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMelee\",-5,0,-8,0,0,-5)\n\t\t\tgoto Done\n\t\tFireB:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeB\",-5,0,-8,0,0,-5)\n\t\t\tgoto Done\n\t\tFireR:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeR\",-5,0,-8,0,0,-5)\n\t\t\tgoto Done\n\t\tFireO:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeO\",-5,0,-8,0,0,-5)\n\t\t\tgoto Done\n\t\tFireP:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeP\",-5,0,-8,0,0,-5)\n\t\t\tgoto Done\n\t}\n}\n\nactor FuseM_CI3 : TeamColor_CI\n{\n\tstates\n\t{\n\t\tFireX:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMelee\",5,0,-8,0,0,0)\n\t\t\tgoto Done\n\t\tFireB:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeB\",5,0,-8,0,0,0)\n\t\t\tgoto Done\n\t\tFireR:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeR\",5,0,-8,0,0,0)\n\t\t\tgoto Done\n\t\tFireO:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeO\",5,0,-8,0,0,0)\n\t\t\tgoto Done\n\t\tFireP:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeP\",5,0,-8,0,0,0)\n\t\t\tgoto Done\n\t}\n}\n\nactor FuseM_CI4 : TeamColor_CI\n{\n\tstates\n\t{\n\t\tFireX:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMelee\",15,0,-8,0,0,5)\n\t\t\tgoto Done\n\t\tFireB:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeB\",15,0,-8,0,0,5)\n\t\t\tgoto Done\n\t\tFireR:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeR\",15,0,-8,0,0,5)\n\t\t\tgoto Done\n\t\tFireO:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeO\",15,0,-8,0,0,5)\n\t\t\tgoto Done\n\t\tFireP:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"FusemanMeleeP\",15,0,-8,0,0,5)\n\t\t\tgoto Done\n\t}\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 \"$OB_FIRESTORM\"\nAlpha 0.4\n+BRIGHT\ndamage (10+user_P)\nRadius 12\nHeight 20\nspeed 40\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 1\nFWVE M 2 A_FadeIn(0.1)\nFWVE M 0 A_SetUserVar(\"user_P\",3)\nFWVE NOMNO 2 A_FadeIn(0.1)\nSpawn2:\nFWVE MNO 2\nloop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FiremanStormShotBit\",0,0,0,0,0,0,0,1)\nFIRT AAAAAAAAAAA 0 A_SpawnItemEx(\"FireStormDFX\", 0, random(-32, 32), random(-32, 32), 0, 0, random(2, 3),0,1)\nTNT1 A 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}\n\nactor FiremanStormShotB : FiremanStormShot{translation \"202:202=205:205\", \"199:199=74:74\",\"198:198=205:205\", \"192:192=74:74\"}\nactor FiremanStormShotR : FiremanStormShot{translation \"202:202=171:171\", \"199:199=41:41\",\"198:198=171:171\", \"192:192=41:41\"}\nactor FiremanStormShotO : FiremanStormShot{translation \"202:202=104:104\", \"199:199=128:128\",\"198:198=104:104\", \"192:192=128:128\"}\nactor FiremanStormShotP : FiremanStormShot{translation \"202:202=229:229\", \"199:199=232:232\",\"198:198=229:229\", \"192:192=232:232\"}\n\nactor FireStormDFX\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+BRIGHT\n+DONTSPLASH\n+THRUACTORS\nRadius 2\nHeight 2\nSpeed 50\nScale 2.0\ndamage (0)\nStates\n{\nSpawn:\nX_8C A 0\nX_8C ABCD 1\nstop\n}\n}\n\nactor FiremanStormShotBit\n{\nPROJECTILE\nObituary \"$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 (3)\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 \"$OB_FIRESTORMW\"\ndamagetype \"FireM_Wave2\"\n+DONTBLAST\n+DONTREFLECT\n+BRIGHT\n+RIPPER\n+FLOORHUGGER\nRadius 20\nHeight 26\nDamage (2)\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFWVE UVW 2\nFWVE XYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXYXY 2\nFWVE W 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFWVE WVU 2\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FireManWave2Start : BasicHelper\n{\ntranslation \"202:202=248:248\", \"199:199=41:41\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx(\"FireManWave2Time\",20,0,24,5.625,0,0,0,1)\nstop\n}\n}\n\nactor FireManWave2StartB : FireManWave2Start{translation \"202:202=205:205\", \"199:199=74:74\"}\nactor FireManWave2StartR : FireManWave2Start{translation \"202:202=171:171\", \"199:199=41:41\"}\nactor FireManWave2StartO : FireManWave2Start{translation \"202:202=104:104\", \"199:199=128:128\"}\nactor FireManWave2StartP : FireManWave2Start{translation \"202:202=229:229\", \"199:199=232:232\"}\n\nactor FireManWave2Time\n{\nPROJECTILE\n+DONTBLAST\n+DONTREFLECT\n+THRUACTORS\n+FLOORHUGGER\nDamage (0)\nRadius 20\nHeight 26\nSpeed 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 0\nTNT1 A 8 A_SpawnItemEx(\"FireManWave2D\",0,0,0,0,0,0,0,1)\nLoop\n}\n}\n\nactor FireManWave2D\n{\nPROJECTILE\nObituary \"$OB_FIRESTORMW\"\ndamagetype \"FireM_Wave\"\n+DONTBLAST\n+DONTREFLECT\n+BRIGHT\n+RIPPER\n+FLOORHUGGER\nRadius 20\nHeight 52\nDamage (3)\nSpeed 0\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFRWV UVW 1\nFRWV X 0 A_PlaySoundEx(\"weapon/FireManWave\",\"Weapon\")\nFRWV XYXYXYXYXYXYXYXYXYXYXYXYX 2\nFRWV W 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFRWV 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 FireM_SpinProtect : PowerProtection\n{\nPowerup.Duration 1\nDamageFactor \"FireM_Spin\", 0.0\n}\n\nactor FireM_Wave2Protect : PowerProtection\n{\nPowerup.Duration 2\nDamageFactor \"FireM_Wave2\", 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/Megaman2/AlienTrapBoss.txt",
"contents": "actor AlienTrapBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_2J\"\ndropitem \"BoobeamBarrierWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nObituary \"$OB_ALIENBUSTER\"\nInventory.Pickupmessage \"I'm not saying its Aliens, but its probably Aliens.\"\nweapon.ammotype \"AlienTrapAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nC_02 J 1\nloop\nReady:\nALIF A 0 ACS_ExecuteAlways(998,0,DYE_ALIEN)\nALIF A 0 A_GunFlash\nALIF A 0 A_ClearRefire\nALIF A 0 A_JumpIfInventory(\"AlienTrapAmmo\",1,\"Ready2\")\nALIF A 3 A_WeaponReady(WRF_NOFIRE)\nALIF A 0 A_GiveInventory(\"AlienTrapAmmo\",1)\nGoto Ready+3\nReady2:\nALIF A 0 A_JumpIfInventory(\"AlienTrapAmmo\",14,\"Ready3\")\nALIF A 6 A_WeaponReady(WRF_NOSECONDARY)\nALIF A 0 A_GiveInventory(\"AlienTrapAmmo\",2)\nloop\nReady3:\nALIF A 6 A_WeaponReady\nALIF A 0 A_GiveInventory(\"AlienTrapAmmo\",2)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nALIF A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nALIF A 1 A_Raise\nLoop\nFire:\nALIF B 0 //A_JumpIfInventory(\"AlienTrapAmmo\",1,1)\n//goto NoAmmo\nALIF B 0 A_PlaySoundEx(\"weapon/AlienFire\",\"Weapon\")\nALIF G 0 //A_TakeInventory(\"AlienTrapAmmo\",1)\nALIF B 0 A_GiveInventory(\"AlienMain_CI\",1)\nALIF B 1 Offset(0,35) A_GiveInventory(\"CBM_TargetMarker\",1)\nALIF B 1 Offset(0,39)A_GiveInventory(\"AlienFiredFlag\",1)\nALIF D 1 A_GiveInventory(\"AlienFiredFlag\",1)\nALIF D 0 A_TakeInventory(\"AlienFiredFlag\",1)\nALIF D 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF D 1\nALIF C 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF C 1 Offset(0,39)\nALIF G 1 Offset(0,35)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\nGoto Ready+3\nAltFire:\nALIF A 0 A_JumpIfInventory(\"AlienTrapAmmo\",14,\"AltFire2\")\ngoto NoAmmo\nAltFire2:\nALIF G 0 A_PlaySoundEx(\"weapon/BombThrow\",\"Weapon\")\nALIF G 0 A_TakeInventory(\"AlienTrapAmmo\",14)\nALIF G 0 A_GiveInventory(\"AlienAlt_CI\",1)\nALIF B 1 Offset(0,35)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF B 1 Offset(0,39)\nALIF C 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF E 1\nALIF E 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF E 1\nALIF F 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF F 1\nALIF F 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF C 1\nALIF C 1 A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF G 1 Offset(0,39)\nALIF G 1 Offset(0,35)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nALIF A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n//ALIF BCBCB 2\n//ALIF A 6\nGoto Ready+3\nNoAmmo:\nALIF A 0\nGoto Ready+3\n\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,\"NoFlight\")\nTNT1 A 0 A_JumpIfInventory(\"AlienFlightFlag\",1,\"Flight\")\ngoto NoFlight\nFlight:\nTNT1 A 0 A_JumpIf(z-floorz>=240,\"NoFlight\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"MaybeFlight\")\nYesFlight:\nTNT1 A 1 SetPlayerProperty(0,1,3)\nTNT1 A 0 A_JumpIfInventory(\"StaminaFlag\",500,\"Flash\")\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Recharge\")\ngoto Flash\nMaybeFlight:\nTNT1 A 0 A_TakeInventory(\"StaminaFlag\",20)\nTNT1 A 0 A_JumpIfInventory(\"StaminaFlag\",1,\"YesFlight\")\ngoto NoFlight\nNoFlight:\nTNT1 A 1 SetPlayerProperty(0,0,3)\nTNT1 A 0 A_JumpIfInventory(\"StaminaFlag\",500,\"Flash\")\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Recharge\")\nGoto Flash\nRecharge:\nTNT1 A 0 A_GiveInventory(\"StaminaFlag\",4)\nGoto Flash\n}\n}\n\nactor AlienTrapAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 56\n+INVENTORY.IGNORESKILL\n}\n\nactor AlienFlightFlag : OnceC {}\n\nactor AlienFiredFlag : OnceC {}\n\nactor AlienFlightItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Is such a thing even possible? Yes it is.\"\ninventory.icon \"ALIFZ\"\nscale 2.0\n+INVBAR\nstates\n{\nSpawn:\nALIF Z 1\nloop\nUse:\nTNT1 A 0 A_PlaySoundEx(\"item/ItemUseMM9\",\"SoundSlot6\")\nTNT1 A 0 A_JumpIfInventory(\"AlienFlightFlag\",1,\"Take\")\nTNT1 A 0 A_GiveInventory(\"AlienFlightFlag\",1)\nfail\nTake:\nTNT1 A 0 A_TakeInventory(\"AlienFlightFlag\",999)\nfail\n}\n}\n\nactor AlienShot\n{\nTranslation \"204:204=210:210\"\nPROJECTILE\ndamagetype \"Alien_Shot\"\nObituary \"$OB_ALIENBUSTER\"\nSpeed 52\nradius 12\nheight 12\nscale 2.5\nDamage (6)\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nW_0D A 0\nW_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nSpawn2:\nW_0D BBB 1 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D BBB 1 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nloop\n}\n}\n\nactor AlienShotX : AlienShot\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nW_0D A 0\nW_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nSpawn2:\nW_0D BBB 1 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D BBB 1 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nW_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)\nW_0D B 0 A_SpawnItemEx(\"RevolverShotFX\",0,0,0,0,0,0,0,1)\nloop\n}\n}\n\nactor AlienShotB : AlienShot{translation \"204:204=205:205\"}\nactor AlienShotR : AlienShot{translation \"204:204=171:171\"}\nactor AlienShotO : AlienShot{translation \"204:204=104:104\"}\nactor AlienShotP : AlienShot{translation \"204:204=229:229\"}\n\nactor AlienShotXB : AlienShotX{translation \"204:204=205:205\"}\nactor AlienShotXR : AlienShotX{translation \"204:204=171:171\"}\nactor AlienShotXO : AlienShotX{translation \"204:204=104:104\"}\nactor AlienShotXP : AlienShotX{translation \"204:204=229:229\"}\n\nactor AlienBoobeamShot\n{\nPROJECTILE\ndamagetype \"Alien_BooShot\"\nObituary \"$OB_ALIENBOOBEAM\"\nDamage (4)\nradius 12\nheight 12\nSpeed 52\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nX_2N G 1\nwait\n\nXDeath:\nX_2N G 0\nstop\nDeath:\nX_2N G 0 A_JumpIf(z-floorz==0,\"Floor\")\nX_2N G 0\nstop\nFloor:\nX_2N G 0 A_SpawnItemEx(\"AlienBoobeamShotF\",0,0,1,50,0,0,0,1)\nstop\n}\n}\n\nactor AlienBoobeamShotF : AlienBoobeamShot\n{\nDamage (4)\nStates\n{\nDeath:\ngoto XDeath\n}\n}\n\nactor AlienBoobeamShotX : AlienBoobeamShot\n{\nObituary \"$OB_ALIENBOOBEAMX\"\n+DONTSEEKINVISIBLE//\n+SEEKERMISSILE\n+SCREENSEEKER\nReactionTime 85\nDamage (4)\nradius 6\nheight 6\nSpeed 35\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nX_2N G 0 //A_SpawnItemEx(\"AlienBoobeamShotXFX\",0,0,0,0,0,0,0,1)\nX_2N GG 1 //A_SeekerMissile(0,1,1,88,7)\nX_2N G 0 A_CountDown\nloop\n}\n}\n\nactor AlienBoobeamTrapSpawner\n{\ntranslation \"199:199=198:198\",\"202:202=192:192\",\"4:4=39:39\",\"208:208=39:39\"\nPROJECTILE\ndamagetype \"Alien_Boobeam\"\nObituary \"$OB_ALIENBOOBEAMX\"\n+DONTSPLASH\n+DONTREFLECT\nDamage (12)\nHeight 10\nRadius 10\nspeed 40\nScale 2.5\nStates\n{\nSpawn:\nX_2N G 0\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nX_2N G 4// ThrustThingZ(0,8,0,1)\nX_2N G 1// A_ChangeFlag(\"NOGRAVITY\",0)\nX_2N G 1\nwait\nDeath:\nTNT1 A 0 A_PlaySound(\"weapon/crashland\")\nTNT1 A 0 A_JumpIf(z-floorz<5,\"Floor\")\nTNT1 A 0 A_JumpIf(z-ceilingz==0-10,\"Ceiling\")\nTNT1 A 0 A_SpawnItemEx(\"AlienBoobeamTrap\",0,0,0,0,0,0,0,1)\nXDeath:\nTNT1 A 2\nstop\nFloor:\nTNT1 A 0 A_SpawnItemEx(\"AlienBoobeamTrapF\",0,0,0,0,0,0,0,1)\ngoto XDeath\nCeiling:\nTNT1 A 0 A_SpawnItemEx(\"AlienBoobeamTrapC\",0,0,0,0,0,0,0,1)\ngoto XDeath\n}\n}\n\nactor AlienBoobeamTrapSpawnerB : AlienBoobeamTrapSpawner{translation \"199:199=74:74\",\"202:202=205:205\"}\nactor AlienBoobeamTrapSpawnerR : AlienBoobeamTrapSpawner{translation \"199:199=41:41\",\"202:202=171:171\"}\nactor AlienBoobeamTrapSpawnerO : AlienBoobeamTrapSpawner{translation \"199:199=128:128\",\"202:202=104:104\"}\nactor AlienBoobeamTrapSpawnerP : AlienBoobeamTrapSpawner{translation \"199:199=232:232\",\"202:202=229:229\"}\n\nactor AlienBoobeamTrap\n{\nPROJECTILE\ndamagetype \"Alien_Boobeam\"\nObituary \"$OB_ALIENBOOBEAM\"\n+NOCLIP\n+THRUACTORS\n+DONTBLAST\n+DONTREFLECT\nreactiontime 350\nDamage (0)\nRadius 9\nHeight 9\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\n//TNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nX_2N AA 3\nX_2N FAFAFAFA 3 A_PlaySoundEx(\"weapon/BoobeamBeep\",\"Body\")\nGoto Waiting\nWaiting:\nX_2N B 1 A_CountDown\nX_2N B 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N B 1 A_CountDown\nX_2N B 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N B 1 A_CountDown\nX_2N C 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N C 1 A_CountDown\nX_2N C 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N C 1 A_CountDown\nX_2N C 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N C 1 A_CountDown\nX_2N D 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N D 1 A_CountDown\nX_2N D 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N D 1 A_CountDown\nX_2N D 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N D 1 A_CountDown\nX_2N E 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N E 1 A_CountDown\nX_2N E 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N E 1 A_CountDown\nX_2N E 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N E 1 A_CountDown\nX_2N B 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\n\nDelay1:\nX_2N F 1 A_SpawnItemEx(\"AlienBoobeamTrapX1\",0,0,0,0,0,0,0,1)\ngoto FireTime+2\nDelay2:\nX_2N F 0 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\nX_2N F 2 A_SpawnItemEx(\"AlienBoobeamTrapX2\",0,0,0,0,0,0,0,1)\ngoto FireTime+2\nDelay3:\nX_2N F 1 A_SpawnItemEx(\"AlienBoobeamTrapX3\",0,0,0,0,0,0,0,1)\nX_2N F 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\ngoto FireTime+2\nDelay4:\nX_2N F 0 A_SpawnItemEx(\"AlienBoobeamTrapX4\",0,0,0,0,0,0,0,1)\nX_2N FA 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\ngoto FireTime+2\n\nFireTime:\nX_2N F 0 A_Jump(256,1,\"Delay1\",\"Delay2\",\"Delay3\",\"Delay4\")\nX_2N F 0 A_SpawnItemEx(\"AlienBoobeamTrapX\",0,0,0,0,0,0,0,1)\nX_2N FA 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\nX_2N F 1\nX_2N F 0\nX_2N F 1\nX_2N FFFFFFFF 0 A_CountDown\nX_2N FFAAAAAA 1 A_CountDown\nGoto Waiting\nDeath:\nUMFX ABCD 2\nstop\n}\n}\n\nactor AlienBoobeamTrapX : BasicExplosion\n{\ndamagetype \"Alien_Boobeam\"\nObituary \"$OB_ALIENBOOBEAM\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)\ngoto Spawn2\nSpawn2:\nTNT1 A 4\nTNT1 A 1 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)\nTNT1 A 0 A_PlaySoundEx(\"weapon/BoobeamPew\",\"Body\")\nTNT1 A 0 //A_Jump(16,\"SpawnX\")\nTNT1 A 0 A_SpawnItemEx(\"AlienBoobeamShot\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,2,1,0)\nTNT1 A 0 A_SpawnItemEx(\"AlienBoobeamShot\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,-2,1,0)\nTNT1 A 5\nstop\nSpawnX:\nTNT1 A 0 A_SpawnItemEx(\"AlienBoobeamShotX\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,2,1,0)\nTNT1 A 0 A_SpawnItemEx(\"AlienBoobeamShotX\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,-2,1,0)\nTNT1 A 5\nstop\n\n}\n}\n\nactor AlienBoobeamTrapX1 : AlienBoobeamTrapX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)\ngoto Spawn2\n}\n}\nactor AlienBoobeamTrapX2 : AlienBoobeamTrapX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)\ngoto Spawn2\n}\n}\nactor AlienBoobeamTrapX3 : AlienBoobeamTrapX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)\ngoto Spawn2\n}\n}\nactor AlienBoobeamTrapX4 : AlienBoobeamTrapX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 4 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)\ngoto Spawn2\n}\n}\n\nactor AlienBoobeamTrapF : AlienBoobeamTrap\n{\nStates\n{\nSpawn:\nX_2N HH 3\nX_2N LHLHLHLH 3 A_PlaySoundEx(\"weapon/BoobeamBeep\",\"Body\")\nGoto Waiting\nWaiting:\nX_2N I 1 A_CountDown\nX_2N I 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N I 1 A_CountDown\nX_2N I 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N I 1 A_CountDown\nX_2N J 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N J 1 A_CountDown\nX_2N J 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N J 1 A_CountDown\nX_2N J 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N J 1 A_CountDown\nX_2N K 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N K 1 A_CountDown\nX_2N K 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N K 1 A_CountDown\nX_2N K 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N K 1 A_CountDown\nX_2N H 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N H 1 A_CountDown\nX_2N H 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N H 1 A_CountDown\nX_2N H 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N H 1 A_CountDown\nX_2N I 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\nDelay1:\nX_2N L 1\ngoto FireTime+2\nDelay2:\nX_2N L 2\ngoto FireTime+2\nDelay3:\nX_2N L 1\nX_2N L 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\ngoto FireTime+2\nDelay4:\nX_2N LH 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\ngoto FireTime+2\nFireTime:\nX_2N L 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,10)\nX_2N L 0 A_Jump(256,1,\"Delay1\",\"Delay2\",\"Delay3\",\"Delay4\")\nX_2N LH 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\nX_2N L 1 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,10)\nX_2N L 0 A_PlaySoundEx(\"weapon/BoobeamPew\",\"Body\")\nX_2N L 0 //A_Jump(16,\"FireTimeX\")\nX_2N L 0 A_SpawnItemEx(\"AlienBoobeamShot\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,2,1,0)\nX_2N L 0 A_SpawnItemEx(\"AlienBoobeamShot\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,-2,1,0)\nX_2N L 1\nX_2N LLLLLLLL 0 A_CountDown\nX_2N LLHHHHHH 1 A_CountDown\ngoto Waiting\nFireTimeX:\nX_2N L 0 A_SpawnItemEx(\"AlienBoobeamShotX\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,2,1,0)\nX_2N L 0 A_SpawnItemEx(\"AlienBoobeamShotX\",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,-2,1,0)\nX_2N L 1\ngoto FireTime+8\n\nDeath:\nUMFX ABCD 2\nstop\n}\n}\n\nactor AlienBoobeamTrapC : AlienBoobeamTrap\n{\nStates\n{\nSpawn:\nX_2N MM 3\nX_2N QMQMQMQM 3 A_PlaySoundEx(\"weapon/BoobeamBeep\",\"Body\")\nGoto Waiting\nWaiting:\nX_2N N 1 A_CountDown\nX_2N N 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N N 1 A_CountDown\nX_2N N 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N N 1 A_CountDown\nX_2N O 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N O 1 A_CountDown\nX_2N O 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N O 1 A_CountDown\nX_2N O 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N O 1 A_CountDown\nX_2N P 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N P 1 A_CountDown\nX_2N P 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N P 1 A_CountDown\nX_2N P 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N P 1 A_CountDown\nX_2N M 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N M 1 A_CountDown\nX_2N M 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N M 1 A_CountDown\nX_2N M 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N M 1 A_CountDown\nX_2N N 0 A_JumpIfInTargetInventory(\"AlienFiredFlag\",1,\"FireTime\")\nX_2N N 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\nDelay1:\nX_2N Q 1\ngoto FireTime+2\nDelay2:\nX_2N Q 2\ngoto FireTime+2\nDelay3:\nX_2N Q 1\nX_2N Q 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\ngoto FireTime+2\nDelay4:\nX_2N QM 2\ngoto FireTime+2\nFireTime:\nX_2N Q 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,-8)\nX_2N Q 0 A_Jump(256,1,\"Delay1\",\"Delay2\",\"Delay3\",\"Delay4\")\nX_2N QM 2 A_PlaySoundEx(\"weapon/BoobeamFlash\",\"Weapon\")\nX_2N Q 0 A_PlaySoundEx(\"weapon/BoobeamPew\",\"Body\")\nX_2N Q 0 //A_Jump(16,\"FireTimeX\")\nX_2N Q 0 A_SpawnItemEx(\"AlienBoobeamShot\",0,0,-8,cos(-pitch)*52,0,sin(-pitch)*52,-2,1,0)\nX_2N Q 0 A_SpawnItemEx(\"AlienBoobeamShot\",0,0,-8,cos(-pitch)*52,0,sin(-pitch)*52,2,1,0)\nX_2N Q 1\nX_2N QQQQQQQQ 0 A_CountDown\nX_2N QQMMMMMM 1 A_CountDown\ngoto Waiting\nFireTimeX:\nX_2N Q 0 A_SpawnItemEx(\"AlienBoobeamShotX\",0,0,-8,cos(-pitch)*52,0,sin(-pitch)*52,-2,1,0)\nX_2N Q 0 A_SpawnItemEx(\"AlienBoobeamShotX\",0,0,-8,cos(-pitch)*52,0,sin(-pitch)*52,2,1,0)\nX_2N Q 1\ngoto FireTime+7\nDeath:\nUMFX ABCD 2\nstop\n}\n}\n\nactor AlienMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"AlienShot\",0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"AlienShotX\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"AlienShotB\",0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"AlienShotXB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"AlienShotR\",0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"AlienShotXR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"AlienShotO\",0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"AlienShotXO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"AlienShotP\",0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"AlienShotXP\",0,0,0,0)\ngoto Done\n}\n}\n\nactor AlienAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"AlienBoobeamTrapSpawner\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"AlienBoobeamTrapSpawnerB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"AlienBoobeamTrapSpawnerR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"AlienBoobeamTrapSpawnerO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"AlienBoobeamTrapSpawnerP\",0,0,0,0)\ngoto Done\n}\n}"
},
{
"source": "pk3",
"name": "actors/Megaman2/BubbleLeadBoss.txt",
"contents": "actor BubbleLeadBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_2C\"\ndropitem \"BubbleLeadWepCDropped\"\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nObituary \"$OB_BUBBLELEAD\"\nweapon.ammotype \"WaddleWaddleAmmo\"\nweapon.ammotype2 \"BubbleDabbleAmmo\"\nStates\n{\nSpawn:\nC_02 C 1\nloop\nReady:\nBUBA A 0 ACS_ExecuteAlways(998,0,DYE_BUBBLEMAN)\nBUBA A 0 A_GunFlash\ngoto Ready1\nReady1:\nBUBA A 0 A_JumpIfInventory(\"WaddleWaddleAmmo\",4,\"Ready2\")\nBUBA A 3 A_WeaponReady(WRF_NOSECONDARY)\nBUBA A 0 A_GiveInventory(\"WaddleWaddleAmmo\",1)\nloop\nReady2:\nBUBA A 3 A_WeaponReady\nBUBA A 0 A_GiveInventory(\"WaddleWaddleAmmo\",1)\nloop\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUBA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUBA A 1 A_Raise\nLoop\nFire:\nBUBA A 0 A_PlaySoundEx(\"weapon/rbuster\",\"Weapon\")\nBUBA A 0 A_GiveInventory(\"BubblemanMain_CI\",1)\n/*BUBA B 2\nBUBA C 5\nBUBA BA 1\n//BUBA A 3*/ //12\nBUBA BC 2\nBUBA C 2\nBUBA B 2\nBUBA A 4\nBUBA A 0 A_GiveInventory(\"WaddleWaddleAmmo\",2)\nGoto Ready1\nAltfire:\nBUBA A 0 A_JumpIfInventory(\"WaddleWaddleAmmo\",4,\"Altfire2\")\ngoto NoAmmo\nAltfire2:\nBUBA A 0 A_PlaySoundEx(\"weapon/bubblemanlead\",\"Weapon\")\nBUBA A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"Altfire2_R\")\n/*BUBA A 2 offset(-3,35)A_GiveInventory(\"BubblemanAlt_CI\",1)\nBUBA A 2 offset(-8,40)\nBUBA A 1 offset(-13,45)\nBUBA A 1 offset(-18,50)\nBUBA A 1 offset(-13,45)\nBUBA A 2 offset(-8,40)\nBUBA A 2 offset(-3,35)\n//BUBA A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)*/ //13\nBUBA J 1 A_GiveInventory(\"BubblemanAlt_CI\",1)\nBUBA J 1 Offset(0, 48)\nBUBA J 1 Offset(0, 56)\nBUBA K 1 Offset(0, 60)\nBUBA L 2 Offset(0, 62)\nBUBA J 1 Offset(0, 60)\nBUBA J 1 Offset(0, 56)\nBUBA J 1 Offset(0, 48)\nBUBA J 1 Offset(0, 40)\nBUBA J 1 Offset(0, 36)\nBUBA A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\ngoto Ready1\nAltfire2_R:\n/*BUBA A 2 offset(0,34)A_GiveInventory(\"BubblemanAlt_CI\",1)\nBUBA A 2 offset(0,36)\nBUBA AA 2 offset(0,39)\nBUBA A 2 offset(0,36)\nBUBA A 2 offset(0,32)\n//BUBA A 0*/ //A_Refire //12\nBUBA J 1 A_GiveInventory(\"BubblemanAlt_CI\",1)\nBUBA J 1 Offset(0, 48)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBUBA J 1 Offset(0, 56)\nBUBA K 1 Offset(0, 60)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBUBA L 1 Offset(0, 62)\nBUBA L 1 Offset(0, 62)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBUBA J 1 Offset(0, 60)\nBUBA J 1 Offset(0, 56)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBUBA J 1 Offset(0, 48)\nBUBA J 1 Offset(0, 40)A_JumpIfInventory(\"PowerRage_ST\",1,1)\nBUBA J 1 Offset(0, 36)\nBUBA A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\nBUBA A 0\ngoto Ready1\nNoAmmo:\nBUBA A 0\nGoto Ready1\n\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"IsTreadingWater\",1,\"Flash.Swim\")\nTNT1 A 1\nloop\nFlash.Ammo:\nTNT1 A 0 A_JumpIfInventory(\"BubbleDabbleAmmo\",280,\"Flash\")\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"IsTreadingWater\",1,\"Flash.Swim\")\nTNT1 A 1 A_GiveInventory(\"BubbleDabbleAmmo_RC\",1)\nloop\n\nFlash.Swim:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 1 A_GiveInventory(\"BubbleSwimFlash_P\",1)\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Flash.LandEnd\")\nTNT1 A 0 A_JumpIfInventory(\"BubbleDabbleAmmo\",1,\"Flash.Swim\")\nTNT1 A 0 SetPlayerProperty(0,0,3)\ngoto Flash.Land\n\nFlash.Land:\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Flash.LandEnd\")\nTNT1 A 0 A_JumpIf(momz==0,\"Flash.LandZ\")\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 1\nloop\nFlash.LandZ:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Flash.LandEnd\")\nTNT1 A 0 A_JumpIf(momz==0,\"Flash.LandEnd\")\ngoto Flash.Land+2\nFlash.LandEnd:\nTNT1 A 1 A_GiveInventory(\"BubbleSwimFlashEnd_P\",1)\ngoto Flash.Ammo\n\n}\n}\n\nactor WaddleWaddleAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor BubbleDabbleAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 280\n+INVENTORY.IGNORESKILL\n}\n\nactor BubbleDabbleAmmo_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"BubbleDabbleAmmo\",1)\nstop\nPickupR:\nTNT1 A 0 A_GiveInventory(\"BubbleDabbleAmmo\",2)\nstop\n}\n}\n\nactor BubbleSwimFlash_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"BubbleDabbleAmmo\",1,\"SwimCheck\")\nTNT1 A 0 SetPlayerProperty(0,0,3)\nTNT1 A 0 //A_Log(\"I HAVE NO AMMO\")\nstop\nSwimCheck:\nTNT1 A 0 A_JumpIfInventory(\"IsUnderWater\",1,\"Swim\")\nTNT1 A 0 A_JumpIfInventory(\"PowerFlood\",1,\"Swim\")\nTNT1 A 0 SetPlayerProperty(0,0,3)\nTNT1 A 0 //A_Log(\"NO SWIM\")\nstop\nSwim:\nTNT1 A 0 A_TakeInventory(\"BubbleDabbleAmmo\",1)\nTNT1 A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,\"SwimNo\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nTNT1 A 0 //A_Log(\"LETS SWIM\")\nstop\nSwimNo:\nTNT1 A 0 SetPlayerProperty(0,0,3)\nTNT1 A 0 //A_Log(\"I CANT SWIM\")\nstop\n}\n}\n\nactor BubbleSwimFlashEnd_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsTreadingWater\",99)\nTNT1 A 0 SetPlayerProperty(0,0,3)\nstop\n}\n}\n\nactor BubbleBounceX\n{\ntranslation \"192:192=4:4\",\"195:195=102:102\"\nPROJECTILE\nvar int user_P;\nObituary \"$OB_BUBBLELEAD\"\ndamagetype \"BubbleM_Lead\"\nscale 2.5\n-NOGRAVITY\n+HEXENBOUNCE\n-ALLOWBOUNCEONACTORS\n-BOUNCEONWALLS\n+CANBOUNCEWATER\nbouncefactor 1.0\nwallbouncefactor 1.0\nSpeed 8\nRadius 16\nHeight 20\ngravity 1.0\nDamage (22)\nReactionTime 25//45\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nBUBA E 0\nBUBA E 0 A_Recoil(-9)\nTNT1 A 1 ThrustThingZ(0,10,0,0)\nBUBA EEEFFF 1 A_JumpIf(z-floorz==0,\"Spawn_F\")\nGoto SpawnLOOP+3\nSpawn_F:\nBUBA E 0 A_JumpIf(user_P>=30,\"Spawn_Full\")\nBUBA E 0 A_SetUserVar(\"user_P\",user_P+10)\nSpawn_Full:\nBUBA E 0 A_PlaySoundEx(\"weapon/BubbleBounce\",\"Weapon\")\nBUBA E 1 ThrustThingZ(0,10+user_P,0,0)\nGoto SpawnLOOP+3\nDeath:\nXDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BubbleBounceXB : BubbleBounceX{translation \"192:192=205:205\",\"195:195=74:74\"}\nactor BubbleBounceXR : BubbleBounceX{translation \"192:192=171:171\",\"195:195=41:41\"}\nactor BubbleBounceXO : BubbleBounceX{translation \"192:192=104:104\",\"195:195=128:128\"}\nactor BubbleBounceXP : BubbleBounceX{translation \"192:192=229:229\",\"195:195=232:232\"}\n\nactor BubProj : FastProjectile\n{\ntranslation \"192:192=4:4\"\nPROJECTILE\nObituary \"$OB_BUBBLEBUSTER\"\ndamagetype \"BubbleM_Shot\"\nDamage (12)\nradius 6\nheight 6\nSpeed 64\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 1\nBUBA D 1 A_SpawnItemEx(\"BubProjFX\",0,0,0,0,0,0,0,1)\nGoto SpawnLOOP+1\nDeath:\nBUBA D 1\nstop\n}\n}\n\nactor BubProjB : BubProj{translation \"192:192=205:205\"}\nactor BubProjR : BubProj{translation \"192:192=171:171\"}\nactor BubProjO : BubProj{translation \"192:192=104:104\"}\nactor BubProjP : BubProj{translation \"192:192=229:229\"}\n\nactor BubProjFX : BasicClientSide\n{\n//+FORCEXYBILLBOARD\nAlpha 0.75\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 2\nX_9A H 1 A_FadeOut\nwait\n}\n}\n\nactor BubblemanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BubProj\",0,0,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BubProjB\",0,0,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BubProjR\",0,0,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BubProjO\",0,0,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BubProjP\",0,0,-8,0)\ngoto Done\n}\n}\n\nactor BubblemanAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BubbleBounceX\",0,0,0,-10)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BubbleBounceXB\",0,0,0,-10)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BubbleBounceXR\",0,0,0,-10)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BubbleBounceXO\",0,0,0,-10)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BubbleBounceXP\",0,0,0,-10)\ngoto Done\nDone:\nTNT1 A 0 A_TakeInventory(\"WaddleWaddleAmmo\",4)\nstop\n}\n}\n\n///////////////////////\n//X=================X//\n//| The Bubble Item |//\n//X=================X//\n///////////////////////\n\nactor BubbleFlooder : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"BubIconN\"\ninventory.pickupmessage \"Welcome to Davy Jones' Locker!\"\nscale 2.0\n+INVBAR\nstates\n{\nSpawn:\nBUBA WXY 3\nloop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"BubbleFloodBusy\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"BubbleFloodDeployed\",1,\"Success2\")\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(250)==1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"IsUnderWater\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"PowerFlood\",1,\"No\")\nSuccess:\nTNT1 A 0 //A_GiveInventory(\"IsTreadingWater\",1)\nTNT1 A 0 A_JumpIf(momx*momx+momy*momy+momz*momz < 18,\"TooSlow\")\nTNT1 A 0 A_SpawnItemEx(\"BubbleFlood\",0,0,56,momx/1,momy/1,momz/3,0,9,0)\nfail\nTooSlow:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFlood\",0,0,56,0,0,0,0,1)\nfail\nSuccess2:\nTNT1 A 0 A_GiveInventory(\"BubbleFloodUndeploy\",1)\n//TNT1 A 0 A_TakeInventory(\"BubbleFloodDeployed\",1)\nfail\nNo:\nTNT1 A 0\nfail\n}\n}\n\nactor BubbleFloodDeployed : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor BubbleFloodBusy : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor BubbleFloodUndeploy : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BubbleFlood\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\n+DONTBLAST\n+THRUACTORS\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"classes/FloodIn\", \"SoundSlot6\")\nTNT1 A 0 A_TakeFromTarget(\"BubbleFloodUndeploy\",1)\nTNT1 A 0 A_GiveToTarget(\"BubbleFloodDeployed\",1)\nTNT1 A 0 A_GiveToTarget(\"BubbleFloodBusy\",1)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner1\",0,0,0,0,0,0,0,129)//SXF_CLIENTSIDE\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner1\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner1\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner2\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner2\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner2\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner3\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner3\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner3\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner4\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner4\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner4\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner5\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner5\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner5\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner6\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner6\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner6\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner7\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner7\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner7\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner8\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner8\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\n//TNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner8\",0,0,0,0,0,0,0,129)\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\n\nTNT1 A 0 A_TakeFromTarget(\"BubbleFloodBusy\",1)\n\nFullDeployed1:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF1\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed2:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF1\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed3:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF1\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed4:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF2\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed5:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF2\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed6:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF2\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed7:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF3\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed8:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF3\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\nFullDeployed9:\nTNT1 A 0 ACS_ExecuteAlways(212,0,0)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawnerF3\",0,0,0,0,0,0,0,129)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleFloodUndeploy\",1,\"UnDeploy\")\ngoto FullDeployed1\n\nUnDeploy:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodOutSound\")\n//TNT1 A 0 A_PlaySound(\"classes/FloodOut\", CHAN_WEAPON , 1.0)\n\nTNT1 A 0 A_TakeFromTarget(\"BubbleFloodDeployed\",1)\nTNT1 A 0 A_GiveToTarget(\"BubbleFloodBusy\",1)\n\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner8\",0,0,0,0,0,0,0,129)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner7\",0,0,0,0,0,0,0,129)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner6\",0,0,0,0,0,0,0,129)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner5\",0,0,0,0,0,0,0,129)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner4\",0,0,0,0,0,0,0,129)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner3\",0,0,0,0,0,0,0,129)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner2\",0,0,0,0,0,0,0,129)\nTNT1 A 1 A_SpawnItemEx(\"BubbleFloodFXSpawner1\",0,0,0,0,0,0,0,129)\n\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"BubbleFloodBusy\",1)\nstop\n}\n}\n\nactor BubbleFloodOutSound : BubbleFlood\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"classes/FloodOut\", \"SoundSlot6\")\nstop\n}\n}\n\nactor BubbleFloodFXSpawner\n{\nHeight 0\nRadius 0\n- SOLID\n+NOGRAVITY\n+NOINTERACTION\n+CLIENTSIDEONLY\n//+NONETID\nstates\n{\nspawn5c:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,0,165,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",165,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,165,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,0,-165,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-165,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,-165,0,0,0,0,0,129)\nspawn4c:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",105,105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",105,-105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-105,105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-105,-105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",105,105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",105,-105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-105,105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-105,-105,105,0,0,0,0,129)\nspawn3c:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,0,90,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",90,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,90,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,0,-90,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-90,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",0,-90,0,0,0,0,0,129)\nspawn2c:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",60,60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",60,-60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-60,60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-60,-60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",60,60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",60,-60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-60,60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX3\",-60,-60,60,0,0,0,0,129)\nspawn1c:\nTNT1 A 0\nstop\n\nspawn5b:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,0,165,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",165,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,165,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,0,-165,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-165,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,-165,0,0,0,0,0,129)\nspawn4b:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",105,105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",105,-105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-105,105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-105,-105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",105,105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",105,-105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-105,105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-105,-105,105,0,0,0,0,129)\nspawn3b:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,0,90,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",90,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,90,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,0,-90,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-90,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",0,-90,0,0,0,0,0,129)\nspawn2b:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",60,60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",60,-60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-60,60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-60,-60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",60,60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",60,-60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-60,60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX2\",-60,-60,60,0,0,0,0,129)\nspawn1b:\nTNT1 A 0\nstop\n\nspawn5a:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,0,165,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",165,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,165,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,0,-165,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-165,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,-165,0,0,0,0,0,129)\nspawn4a:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",105,105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",105,-105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-105,105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-105,-105,-105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",105,105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",105,-105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-105,105,105,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-105,-105,105,0,0,0,0,129)\nspawn3a:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,0,90,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",90,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,90,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,0,-90,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-90,0,0,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",0,-90,0,0,0,0,0,129)\nspawn2a:\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",60,60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",60,-60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-60,60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-60,-60,-60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",60,60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",60,-60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-60,60,60,0,0,0,0,129)\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFX1\",-60,-60,60,0,0,0,0,129)\nspawn1a:\nTNT1 A 0\nstop\n}\n}\n\nactor BubbleFloodFXSpawner1 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXMA\",0,0,0,0,0,0,0,129)\ngoto Spawn1a\n}\n}\n\nactor BubbleFloodFXSpawner2 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXMB\",0,0,0,0,0,0,0,129)\ngoto Spawn1b\n}\n}\n\nactor BubbleFloodFXSpawner3 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXMC\",0,0,0,0,0,0,0,129)\ngoto Spawn2c\n}\n}\n\nactor BubbleFloodFXSpawner4 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXMD\",0,0,0,0,0,0,0,129)\ngoto Spawn2a\n}\n}\n\nactor BubbleFloodFXSpawner5 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXME\",0,0,0,0,0,0,0,129)\ngoto Spawn3b\n}\n}\n\nactor BubbleFloodFXSpawner6 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXMF\",0,0,0,0,0,0,0,129)\ngoto Spawn3c\n}\n}\n\nactor BubbleFloodFXSpawner7 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXMG\",0,0,0,0,0,0,0,129)\ngoto Spawn4a\n}\n}\n\nactor BubbleFloodFXSpawner8 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXMH\",0,0,0,0,0,0,0,129)\ngoto Spawn4b\n}\n}\n\nactor BubbleFloodFXSpawnerF1 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXM3\",0,0,0,0,0,0,0,129)\ngoto Spawn5c\n}\n}\n\nactor BubbleFloodFXSpawnerF2 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXM1\",0,0,0,0,0,0,0,129)\ngoto Spawn5a\n}\n}\n\nactor BubbleFloodFXSpawnerF3 : BubbleFloodFXSpawner\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BubbleFloodFXM2\",0,0,0,0,0,0,0,129)\ngoto Spawn5b\n}\n}\n\nactor BubbleFloodFX1 : BubbleFloodFXSpawner\n{\nscale 2.5\nRenderStyle \"Translucent\"\nAlpha 0.3\n+CLIENTSIDEONLY\nstates\n{\nSpawn:\nBUBA G 0\nBUBA G 1\nstop\n}\n}\n\nactor BubbleFloodFX2 : BubbleFloodFX1\n{\nstates\n{\nSpawn:\nBUBA H 0\nBUBA H 1\nstop\n}\n}\n\nactor BubbleFloodFX3 : BubbleFloodFX1\n{\nstates\n{\nSpawn:\nBUBA I 0\nBUBA I 1\nstop\n}\n}\n\nactor BubbleFloodFXM1 : BubbleFloodFX1{}\nactor BubbleFloodFXM2 : BubbleFloodFX2{}\nactor BubbleFloodFXM3 : BubbleFloodFX3{}\n\nactor BubbleFloodFXMA : BubbleFloodFXM1{Alpha 0.06}\nactor BubbleFloodFXMB : BubbleFloodFXM2{Alpha 0.09}\nactor BubbleFloodFXMC : BubbleFloodFXM3{Alpha 0.12}\nactor BubbleFloodFXMD : BubbleFloodFXM1{Alpha 0.15}\nactor BubbleFloodFXME : BubbleFloodFXM2{Alpha 0.18}\nactor BubbleFloodFXMF : BubbleFloodFXM3{Alpha 0.21}\nactor BubbleFloodFXMG : BubbleFloodFXM1{Alpha 0.24}\nactor BubbleFloodFXMH : BubbleFloodFXM2{Alpha 0.27}\n\nactor BubbleFloodPickup : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerFlood\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"FloodEnter\")\nTNT1 A 0 A_SpawnItemEx(\"FloodExitChecker\")\nPickup2:\nTNT1 A 0 A_GiveInventory(\"PowerFlood\")\nstop\n}\n}\n\nactor IsUnderBubbleWater : IsUnderWater {}\n\nactor FloodExitChecker\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerFlood\",1,\"Spawn\")\nTNT1 A 0 A_GiveToTarget(\"FloodExit\")\nstop\n}\n}\n\nactor FloodEnter : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsUnderBubbleWater\")\nTNT1 A 0 ACS_ExecuteAlways(212,0,1)\nstop\n}\n}\n\nactor FloodExit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsUnderBubbleWater\")\nTNT1 A 0 ACS_ExecuteAlways(212,0,2)\nstop\n}\n}\n\nactor PowerFlood : PowerSpeed\n{\n+NOTRAIL\npowerup.duration 3\nSpeed 0.8\n}"
},
{
"source": "pk3",
"name": "actors/Megaman3/SparkShockBoss.txt",
"contents": "actor SparkShockBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_3G\"\ndropitem \"SparkShockWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nObituary \"$OB_SPARKSHOCK\"\nInventory.Pickupmessage \"Power up! Mighty Spark Shock!\"\nweapon.ammotype \"MightyGodAmmo\"\nStates\n{\nSpawn:\nC_03 G 1\nloop\nReady:\nSPAH C 0 ACS_ExecuteAlways(998,0,DYE_SPARKMAN)\nSPAH C 0 A_Gunflash\nReady1:\nSPAH G 1 A_WeaponReady(WRF_ALLOWRELOAD)\nwait\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSPAH B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSPAH B 1 A_Raise\nLoop\n\nFire:\nSPAH E 1 Offset(0,64)\nSPAH C 1 Offset(0,96)\nSPAH A 1 Offset(0,128)\nTNT1 A 4 Offset(0, -56)\nSPAH P 1 Offset(0, -56)\nSPAH Q 1 Offset(0, -40)\nSPAH R 1 Offset(0, -24)\nFire2:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"SmallShockFX1\",0,0,80,0,0,0,0,9)\nTNT1 A 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"Get_Button_A\") == 1, \"FireToAlt\")\nSPAH S 0 A_Refire(\"Fire2.a\")\ngoto FireEnd\nFire2.a:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"SmallShockFX1\",0,0,80,0,0,0,0,9)\nTNT1 A 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"Get_Button_A\") == 1, \"FireToAlt\")\nSPAH S 0 A_Refire(\"Fire2.b\")\ngoto FireEnd\nFire2.b:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"SmallShockFX1\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_GiveInventory(\"MightyGodAmmo\",1)\nTNT1 A 0 A_JumpIfInventory(\"MightyGodAmmo\",14,\"FireSynther\")\nTNT1 A 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"Get_Button_A\") == 1, \"FireToAlt\")\nSPAH S 0 A_Refire(\"Fire2.c\")\ngoto FireEnd\nFire2.c:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"SmallShockFX2\",0,0,80,0,0,0,0,9)\nTNT1 A 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"Get_Button_A\") == 1, \"FireToAlt\")\nSPAH S 0 A_Refire(\"Fire2.d\")\ngoto FireEnd\nFire2.d:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"SmallShockFX2\",0,0,80,0,0,0,0,9)\nTNT1 A 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"Get_Button_A\") == 1, \"FireToAlt\")\nSPAH S 0 A_Refire(\"Fire2.e\")\ngoto FireEnd\nFire2.e:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"SmallShockFX2\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_GiveInventory(\"MightyGodAmmo\",1)\nTNT1 A 0 A_JumpIfInventory(\"MightyGodAmmo\",14,\"FireSynther\")\nSPAH S 0 A_Refire(\"Fire2\")\ngoto FireEnd\n\nFireSynther:\nTNT1 A 0 A_GiveInventory(\"SussySparkMed\",1)\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"MediumShockFX1\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSynther.a\")\ngoto FireEnd\nFireSynther.a:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"MediumShockFX1\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSynther.b\")\ngoto FireEnd\nFireSynther.b:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"MediumShockFX1\",0,0,80,0,0,0,0,9)\nTNT1 A 0 A_JumpIfInventory(\"MightyGodAmmo\",28,\"FireSyntherMax\")\nSPAH S 0 A_GiveInventory(\"MightyGodAmmo\",1)\nSPAH S 0 A_Refire(\"FireSynther.c\")\ngoto FireEnd\nFireSynther.c:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"MediumShockFX2\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSynther.d\")\ngoto FireEnd\nFireSynther.d:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"MediumShockFX2\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSynther.e\")\ngoto FireEnd\nFireSynther.e:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"MediumShockFX2\",0,0,80,0,0,0,0,9)\nTNT1 A 0 A_JumpIfInventory(\"MightyGodAmmo\",28,\"FireSyntherMax\")\nSPAH S 0 A_GiveInventory(\"MightyGodAmmo\",1)\nSPAH S 0 A_Refire(\"FireSynther\")\ngoto FireEnd\n\nFireSyntherMax:\nTNT1 A 0 A_GiveInventory(\"SussySpark\",1)\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"BigShockFX1\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSyntherMax.a\")\ngoto FireEnd\nFireSyntherMax.a:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"BigShockFX1\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSyntherMax.b\")\ngoto FireEnd\nFireSyntherMax.b:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"BigShockFX1\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_GiveInventory(\"MightyGodAmmo\",1)\nSPAH S 0 A_Refire(\"FireSyntherMax.c\")\ngoto FireEnd\nFireSyntherMax.c:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"BigShockFX2\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSyntherMax.d\")\ngoto FireEnd\nFireSyntherMax.d:\nTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"BigShockFX2\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_Refire(\"FireSyntherMax.e\")\ngoto FireEnd\nFireSyntherMax.e:\nSPAH S 1 Offset(0, -8)A_SpawnItemEx(\"BigShockFX2\",0,0,80,0,0,0,0,9)\nSPAH S 0 A_GiveInventory(\"MightyGodAmmo\",1)\nSPAH S 0 A_Refire(\"FireSyntherMax\")\ngoto FireEnd\n\nFireEnd:\nSPAH S 0 A_PlaySoundEx(\"weapon/sparkshock\",\"Weapon\")\nTNT1 A 0 A_TakeInventory(\"SussySpark\",999)\nTNT1 A 0 A_TakeInventory(\"SussySparkMed\",999)\nSPAH S 0 A_GiveInventory(\"SparkmanMainCheck\",1)\nSPAH S 0 ACS_NamedExecuteAlways(\"BULL_SetState\",0,2)\nSPAH W 1 Offset(0, 8)\nSPAH Y 1 Offset(0, 24)\nSPAH W 1 Offset(0, 40)\nSPAH Y 1 Offset(0, 56)\nSPAH W 1 Offset(0, 56)\nSPAH Y 1 Offset(0, 56)\nSPAH W 1 Offset(0, 56)\nSPAH Y 1 Offset(0, 56)\nFireEnd2:\nSPAH S 1 Offset(0, -8)A_PlaySoundEx(\"weapon/sparkreset\", \"Body\")\nSPAH R 1 Offset(0, -24)A_TakeInventory(\"MightyGodAmmo\",99)\nSPAH Q 1 Offset(0, -40)\nSPAH P 1 Offset(0, -56)\nTNT1 A 15 Offset(0,128)\nSPAH A 1 Offset(0,128)\nSPAH C 1 Offset(0,96)\nSPAH E 1 Offset(0,64)\ngoto Ready1\n\nFireToAlt:\nSPAH S 0 A_JumpIfInventory(\"MightyGodAmmo\",7,\"FireToAltAmmo\")\nSPAH R 1 Offset(0, -24)\nSPAH Q 1 Offset(0, -40)\nSPAH P 1 Offset(0, -56)\nTNT1 A 1 Offset(0,128)\nSPAH A 1 Offset(0,128)\nSPAH C 1 Offset(0,96)\nSPAH E 1 Offset(0,64)\ngoto Altfire\n\nFireToAltAmmo:\nSPAH S 0 A_PlaySoundEx(\"weapon/sparkshock\",\"Weapon\")\nSPAH S 0 A_GiveInventory(\"SparkmanAlt2_CI\",1)\nSPAH S 0 ACS_NamedExecuteAlways(\"BULL_SetState\",0,2)\nSPAH W 1 Offset(0, 8)A_TakeInventory(\"MightyGodAmmo\",7)\nSPAH Y 1 Offset(0, 8)\nSPAH W 1 Offset(0, 8)\nSPAH Y 1 Offset(0, 8)\nSPAH W 1 Offset(0, 8)\nSPAH Y 1 Offset(0, 8)\nSPAH W 1 Offset(0, 8)\nSPAH Y 1 Offset(0, 8)\nSPAH Y 0 A_JumpIfInventory(\"MightyGodAmmo\",7,\"FireToAltAmmo\")\ngoto FireEnd2\n\nAltfire:\nSPAH C 0 A_JumpIfInventory(\"SussySpark\",1,\"SynthFire\")\nSPAH C 0 A_JumpIfInventory(\"SussySparkMed\",1,\"MedSynthFire\")\nSPAH W 1 Offset(0, 8)\nSPAH W 1 Offset(0, 16)\nSPAH W 1 Offset(0, 24)\nAltFireHold:\nSPAH Y 0 ACS_NamedExecuteAlways(\"BULL_SetState\",0,3)\nSPAH W 1 Offset(0, 56)Offset(0, 56) A_GiveInventory(\"SparkmanAlt2_CI\",1)\nTNT1 A 0 A_SpawnItemEx(\"SparkHealCheckingFX\",55,-10,30,0,0,3,0,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkHealCheckingFX\",55,10,30,0,0,3,0,1)\nSPAH W 1 Offset(0, 56)Offset(0, 56) A_GiveInventory(\"SparkmanAlt2_CI\",1)\nSPAH W 0 Offset(0, 56)A_JumpIfInventory(\"SparkHealDetection\",1,\"AltHeal\")\nSPAH Y 0 A_Refire(\"AltfireHold\")\ngoto AltEnd\nAltHeal:\nSPAH Y 1 Offset(0, 56) A_PlaySoundEx(\"weapon/sparkrecharger\",\"Weapon\")\nSPAH Y 0 Offset(0, 56) A_GiveInventory(\"SparkmanAlt2_CI\",1)\nSPAH W 1 Offset(0, 56) //A_PlaySoundEx(\"weapon/sparkrecharger\",\"Weapon\")\nSPAH Y 0 Offset(0, 56) A_GiveInventory(\"SparkmanAlt2_CI\",1)\nSPAH Y 1 Offset(0, 56) //A_PlaySoundEx(\"weapon/sparkrecharger\",\"Weapon\")\nSPAH Y 0 Offset(0, 56) A_GiveInventory(\"SparkmanAlt2_CI\",1)\nSPAH W 1 Offset(0, 56) //A_PlaySoundEx(\"weapon/sparkrecharger\",\"Weapon\")\nSPAH Y 0 Offset(0, 56) A_GiveInventory(\"SparkmanAlt2_CI\",1)\nSPAH Y 0 Offset(0, 56) A_TakeInventory(\"SparkHealDetection\",999)\nSPAH W 0 A_Refire(\"AltfireHold\")\nAltEnd:\nSPAH S 1 Offset(0, -8)//A_PlaySoundEx(\"weapon/sparkreset\", \"Body\")\nSPAH R 1 Offset(0, -24)\nTNT1 A 0 A_TakeInventory(\"MightyGodAmmo\",99)\nTNT1 A 0 A_TakeInventory(\"SussySpark\",999)\nTNT1 A 0 A_TakeInventory(\"SussySparkMed\",999)\nSPAH Q 1 Offset(0, -40)\nSPAH P 1 Offset(0, -56)\nTNT1 A 5 Offset(0,128)\nSPAH A 1 Offset(0,128)\nSPAH C 1 Offset(0,96)\nSPAH E 1 Offset(0,64)\ngoto Ready1\n\nMedSynthFire:\nSPAA C 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAA C 0 A_GiveInventory(\"SparkmanAltMid_CI\",1)\nSPAA C 0 A_GiveInventory(\"SparkmanAltSpreadCheck\",1)\nTNT1 A 0 A_TakeInventory(\"MightyGodAmmo\",99)\nTNT1 A 0 A_TakeInventory(\"SussySpark\",999)\nTNT1 A 0 A_TakeInventory(\"SussySparkMed\",999)\nSPAA C 0 ACS_NamedExecuteAlways(\"BULL_SetState\",0,1)\nSPAH J 1 Offset(0, 14)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH J 1 Offset(0, 14)\nTNT1 A 0 A_TakeInventory(\"MightyGodAmmo\",99)\nTNT1 A 0 A_TakeInventory(\"SussySpark\",999)\nTNT1 A 0 A_TakeInventory(\"SussySparkMed\",999)\nSPAH G 14 A_WeaponReady(14)\nGoto Ready1\n\nSynthFire:\nSPAA C 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAA C 0 A_GiveInventory(\"SparkmanAlt_CI\",1)\nSPAA C 0 A_GiveInventory(\"SparkmanAlt2SpreadCheck\",1)\nSPAA C 0 //A_GiveInventory(\"SparkmanAltSpreadCheck\",1)\nTNT1 A 0 A_TakeInventory(\"MightyGodAmmo\",99)\nTNT1 A 0 A_TakeInventory(\"SussySpark\",999)\nTNT1 A 0 A_TakeInventory(\"SussySparkMed\",999)\nSPAA C 0 ACS_NamedExecuteAlways(\"BULL_SetState\",0,1)\nSPAH J 1 Offset(0, 14)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH K 1 Offset(0, 12)\nSPAH K 1 Offset(0, 8)\nSPAH J 1 Offset(0, 14)\nTNT1 A 0 A_TakeInventory(\"MightyGodAmmo\",99)\nTNT1 A 0 A_TakeInventory(\"SussySpark\",999)\nTNT1 A 0 A_TakeInventory(\"SussySparkMed\",999)\nSPAH G 14 A_WeaponReady(14)\nGoto Ready1\n\nReload:\nSPAH E 0 A_JumpIfInventory(\"SparkDelayCounter\",1,\"Ready1\")\nSPAH E 1 Offset(0,64)\nSPAH C 1 Offset(0,96)\nSPAH A 1 Offset(0,128)\nTNT1 A 4 Offset(0, -56)\nSPAH P 1 Offset(0, -56)\nSPAH Q 1 Offset(0, -40)\nSPAH R 1 Offset(0, -24)\nSPAH S 1 Offset(0, -8)A_JumpIfInventory(\"ImpairmentStack\",1,2)\nSPAH S 0 Offset(0, -8)A_Recoil(-33)\ngoto ReloadContinue\nSPAH S 0 Offset(0, -8)A_Recoil(-33*ACS_NamedExecuteWithResult(\"ImpairmentACS\")/100)\ngoto ReloadContinue\nReloadContinue:\nSPAH S 0 Offset(0, -8)ACS_NamedExecuteAlways(\"BULL_SetState\",0,3)\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\n\nSPAH W 0 A_PlaySoundEx(\"weapon/sparkalt\",\"Weapon\")\nSPAH W 1 Offset(0, 8)A_SpawnItemEx(\"SparkGrabHitbox\",8,0,-8,momx,momy,momz,0,8)\nSPAH W 0 A_JumpIfInventory(\"SuplexID\",1,\"SparkySuplex\")\ngoto ReloadEnd\n\nReloadEnd:\nSPAH S 1 Offset(0, -8)\nSPAH R 1 Offset(0, -24)\nSPAH Q 1 Offset(0, -40)\nSPAH P 1 Offset(0, -56)\nTNT1 A 4 Offset(0,128)\nTNT1 A 0 A_GiveInventory(\"SparkDelayCounter\",35)\nTNT1 A 0 A_SpawnItemEx(\"SparkDelayHelper2\")\nSPAH A 1 Offset(0,128)\nSPAH C 1 Offset(0,96)\nSPAH E 1 Offset(0,64)\ngoto Ready1\n\nSparkySuplex:\nSPAH S 0 A_GiveInventory(\"IsPerformingSuplex\",1)\nSPAH S 0 A_GiveInventory(\"ThorIsGrabbingF\",1)\nSPAH S 0 A_TakeInventory(\"ThorIsLungingF\",999)\nSPAH S 0 A_PlaySoundEx(\"weapon/sparkshock\",\"Weapon\")\nSPAH S 0 ACS_NamedExecuteAlways(\"BULL_SetState\",0,4)\nSPAH S 1 Offset(0, -8) ACS_NamedExecuteAlways(\"cbm_ZangiefStartGrab\",0,CallACS(\"cbm_ZangiefCountInv\",2)+999)\n\nSPAH R 1 Offset(0, -24)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",350,angle*256/360,70)==0,\"ReloadEnd\")\nSPAH Q 1 Offset(0, -40)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",345,angle*256/360,70)==0,\"ReloadEnd\")\nSPAH P 1 Offset(0, -56)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",340,angle*256/360,70)==0,\"ReloadEnd\")\nSPAH P 1 Offset(0, -56)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",335,angle*256/360,70)==0,\"ReloadEnd\")\nSPAH P 1 Offset(0, -56)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",330,angle*256/360,70)==0,\"ReloadEnd\")\nSPAH P 1 Offset(0, -56)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",310,angle*256/360,78)==0,\"ReloadEnd\")\nSPAH P 1 Offset(0, -56)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",310,angle*256/360,86)==0,\"ReloadEnd\")\nSparkySuplexWait:\nSPAH P 1 Offset(0, -56)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",310,angle*256/360,94)==0,\"ReloadEnd\")\nSPAH P 0 A_GiveInventory(\"WeaponCharge\",1)\nSPAH P 0 A_JumpIfInventory(\"WeaponCharge\",9,\"SparkySuplexZap\")\ngoto SparkySuplexWait\n\nSparkySuplexZap:\nSPAH P 0 A_PlaySound(\"weapon/brightspark\",\"Body\",0.5)\nSparkySuplexZapCont:\nSPAH P 0 A_FireCustomMissile(\"SparkSuplexAOE\",0,1,0,50)\n\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,-90,0,0,1)\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,90,0,0,1)\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,-45,-45,0,1)\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,45,45,0,1)\nSPAH P 1 Offset(0, -58)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",310,angle*256/360,94)==0,\"ReloadEnd\")\n\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,0,-90,0,1)\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,0,90,0,1)\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,45,-45,0,1)\nSPAH P 0 A_SpawnItemEx(\"SparkWaveFX\",0,0,120,0,-45,45,0,1)\nSPAH Z 1 Offset(0, -54)A_JumpIf(CallACS(\"cbm_ZangiefGrab\",310,angle*256/360,94)==0,\"ReloadEnd\")\n\nSPAH P 0 A_GiveInventory(\"WeaponCharge\",1)\nSPAH P 0 A_JumpIfInventory(\"WeaponCharge\",14,\"SparkySuplexEnd\")\ngoto SparkySuplexZapCont\n\nSparkySuplexEnd:\nTNT1 A 0 A_StopSound(\"Body\")\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 A 0 A_TakeInventory(\"IsPerformingSuplex\",999)\nTNT1 A 0 A_TakeInventory(\"ThorIsGrabbingF\",999)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 A 0 A_GiveInventory(\"SparkDelayCounter\",245)\nTNT1 A 0 A_SpawnItemEx(\"SparkDelayHelper\")\nSPAH A 1 Offset(0,128)A_GiveInventory(\"RaThorSuplexReset_P\",1)\nSPAH C 1 Offset(0,96)\nSPAH E 1 Offset(0,64)\ngoto Ready1\n\nFlash:\nTNT1 A 1 A_JumpIfHealthLower(100,\"Flash.Take\")\nTNT1 A 1 A_GiveInventory(\"SparkIsFullFlag\",1)\nloop\nFlash.Take:\nTNT1 A 1 A_TakeInventory(\"SparkIsFullFlag\",999)\ngoto Flash\n}\n}\n\nactor SparkReloadProtect : PowerProtection\n{\nPowerup.Duration 105\nDamageFactor \"SparkShot3\", 1.0\nDamageFactor \"SparkShot2\", 1.0\nDamageFactor \"SparkShot1\", 1.0\nDamageFactor \"SparkShotAlt\", 1.0\n}\n\nactor ShockProtect : PowerProtection\n{\nPowerup.Duration 5\nDamageFactor \"SparkShot3\", 0.1\n}\n\nactor ShockChainsawProtect : PowerProtection\n{\nPowerup.Duration 10\nDamageFactor \"SparkSaw\", 0.0\n}\n\nactor SparkDelayHelper : BasicHelper\n{\nreactiontime 246\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"SparkDelayCounter\",1)\nTNT1 A 1 A_Countdown\nloop\n}\n}\n\nactor SparkDelayHelper2 : BasicHelper\n{\nreactiontime 36\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"SparkDelayCounter\",1)\nTNT1 A 1 A_Countdown\nloop\n}\n}\n\nactor SussySparkMed : OnceC{}\nactor SussySpark : OnceC{}\n\nactor SparkHealDetection : OnceC{}\n\nactor SparkIsFullFlag : OnceC{}\n\nactor SparkHealAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor SparkDelayCounter : Inventory\n{\ninventory.amount 1\ninventory.maxamount 245\n}\n\nactor SparkSuplexCooldown : Powerup\n{\npowerup.duration -5\n}\n\nactor SparkSuplexCooldown2 : Powerup\n{\npowerup.duration -1\n}\n\nactor SparkHealCheckingFX : BasicClientSide\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(64,\"Spawn3\")\nTNT1 A 0 A_Jump(128,\"Spawn2\")\ngoto Spawn1\nSpawn1:\nX_0C AAABBB 1 A_FadeOut(0.25)\nloop\nSpawn2:\nX_0C CCCDDD 1 A_FadeOut(0.25)\nloop\nSpawn3:\nX_0C EEEFFF 1 A_FadeOut(0.25)\nloop\n}\n}\n\nactor SparkmanMainCheck : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MightyGodAmmo\",28,\"Pickup3\")\nTNT1 A 0 A_JumpIfInventory(\"MightyGodAmmo\",14,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"SparkmanMain_CI\")\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"SparkmanMain2_CI\")\nstop\nPickup3:\nTNT1 A 0 A_GiveInventory(\"SparkmanMain3_CI\")\nstop\n}\n}\n\nactor SparkSuplexAOE\n{\nObituary \"$OB_SPARKSUPLEX\"\n-SOLID\n+NOGRAVITY\nPROJECTILE\n+DONTBLAST\n+NOINTERACTION\ndamage 0\nradius 1\nheight 1\ndamagetype \"SparkSuplex\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(5,80,0,0,81)\nstop\n}\n}\n\nactor SparkWaveFX\n{\nScale 1.75\nPROJECTILE\n+CLIENTSIDEONLY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX F 1 A_FadeOut(.25)\nSPAX F 0 A_SetScale(ScaleX-0.4375)\nSPAX H 1 A_FadeOut(.25)\nSPAX H 0 A_SetScale(ScaleX-0.4375)\nSPAX G 1 A_FadeOut(.25)\nSPAX G 0 A_SetScale(ScaleX-0.4375)\nSPAX I 1 A_FadeOut(.25)\nSPAX I 0 A_SetScale(ScaleX-0.4375)\nstop\n}\n}\n\nactor SmallSparkWaveFX : SparkWaveFX{Scale 0.75}\n\nactor SparkGrabHitbox\n{\n//+NOINTERACTION\n+MISSILE\n+NOBLOCKMAP\n+NOGRAVITY\n+NOEXPLODEFLOOR\n+DONTBLAST\n+DONTREFLECT\n+HITTRACER\n+THRUGHOST\n+THRUSPECIES\nspecies \"SmartSparkGrab\"\nheight 64\nradius 64\nrenderstyle none\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nstop\nCrash:\nTNT1 A 0 A_JumpIfInTargetInventory(\"SuplexID\",1,\"DeathI\")\nTNT1 A 0 A_JumpIfInventory(\"IsPerformingSuplex\",1,\"DeathJ\",8)\nTNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"cbm_istracerenemy\")==1,\"GiveSuplex\")\nstop\nGiveSuplexT:\nTNT1 A 0 A_JumpIfInTargetInventory(\"SuplexID\",1,\"DeathI\")\nTNT1 A 0 A_JumpIfInventory(\"IsPerformingSuplex\",1,\"DeathJ\",8)\nTNT1 A 0 A_GiveToTarget(\"IsPerformingSuplex\",1)\nTNT1 A 4 A_GiveToTarget(\"SuplexID\",(ACS_ExecuteWithResult(147,1)-1000)+1)\nstop\nGiveSuplex:\nTNT1 A 0 A_JumpIfInTargetInventory(\"SuplexID\",1,\"DeathI\")\nTNT1 A 0 A_JumpIfInventory(\"IsPerformingSuplex\",1,\"DeathJ\",8)\nTNT1 A 0 A_GiveToTarget(\"IsPerformingSuplex\",1)\nTNT1 A 0 A_GiveToTarget(\"SuplexID\",(ACS_ExecuteWithResult(147,1)-1000)+1)\nTNT1 A 1 A_GiveInventory(\"TempPitProtect_P\",1,8)\nCarry:\nTNT1 A 0 A_GiveInventory(\"TempPitProtect_P\",1,8)\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"DeathD\")\nTNT1 A 1 //A_GiveToTarget(\"\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"ThorIsGrabbingF\",1,\"Carry\")\nStopCarry:\nTNT1 A 1 //A_TakeFromTarget(\"\",9)\nstop\n\nDeathD:\nTNT1 A 1 //A_LOG(\"OWNER IS DEAD!\")\nstop\nDeathI:\nTNT1 A 1 //A_LOG(\"FAILED, OWNER HAS ID\")\nstop\nDeathJ:\nTNT1 A 1 //A_LOG(\"FAILED, CAN'T GRAB SOMEONE GRABBING!\")\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor MightyGodAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor BigShock3 : FastProjectile\n{\nTranslation \"198:198=218:218\", \"192:192=212:212\"\nPROJECTILE\ndamagetype \"SparkShot3\"\nObituary \"$OB_SPARKSHOCK\"\ndamage (30)\nRadius 18\nHeight 18\nSpeed 50\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX F 2 A_SpawnItemEx(\"BigShockTrailFX1\",0,0,0,0,0,0,0,1)\nSPAX H 2 A_SpawnItemEx(\"BigShockTrailFX2\",0,0,0,0,0,0,0,1)\nSPAX G 2 A_SpawnItemEx(\"BigShockTrailFX3\",0,0,0,0,0,0,0,1)\nSPAX I 2 A_SpawnItemEx(\"BigShockTrailFX4\",0,0,0,0,0,0,0,1)\nSPAX F 2 A_SpawnItemEx(\"BigShockTrailFX1\",0,0,0,0,0,0,0,1)\nSPAX H 2 A_SpawnItemEx(\"BigShockTrailFX2\",0,0,0,0,0,0,0,1)\nSPAX G 2 A_SpawnItemEx(\"BigShockTrailFX3\",0,0,0,0,0,0,0,1)\nSPAX I 2 A_SpawnItemEx(\"BigShockTrailFX4\",0,0,0,0,0,0,0,1)\nSPAX F 2 A_SpawnItemEx(\"BigShockTrailFX1\",0,0,0,0,0,0,0,1)\nloop\nXDeath:\nDeath:\nSPAX F 1 A_FadeOut(.15)\nSPAX F 0 A_SetScale(ScaleX-0.3125)\nSPAX F 1 A_FadeOut(.15)\nSPAX F 0 A_SetScale(ScaleX-0.3125)\nSPAX H 1 A_FadeOut(.15)\nSPAX H 0 A_SetScale(ScaleX-0.3125)\nSPAX H 1 A_FadeOut(.15)\nSPAX H 0 A_SetScale(ScaleX-0.3125)\nSPAX G 1 A_FadeOut(.15)\nSPAX G 0 A_SetScale(ScaleX-0.3125)\nSPAX G 1 A_FadeOut(.15)\nSPAX G 0 A_SetScale(ScaleX-0.3125)\nSPAX I 1 A_FadeOut(.15)\nSPAX I 0 A_SetScale(ScaleX-0.3125)\nSPAX I 1 A_FadeOut(.15)\nSPAX I 0 A_SetScale(ScaleX-0.3125)\nstop\n}\n}\n\nactor BigShockAlt : FastProjectile\n{\nTranslation \"198:198=218:218\", \"192:192=212:212\"\nPROJECTILE\n+HITTRACER\n+DONTSPLASH\n+FORCEALLYCOLLISION\ndamagetype \"SparkSaw\"\nObituary \"%o was energized by %k's Spark Solder.\"\ndamage (5)\nRadius 18\nHeight 18\nSpeed 30\nScale 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nTNT1 A 2 //A_SpawnItemEx(\"BigShockTrailFX1\",0,0,0,0,0,0,0,1)\nTNT1 A 2 //A_SpawnItemEx(\"BigShockTrailFX2\",0,0,0,0,0,0,0,1)\nstop\nXDeath:\nTNT1 A 0 A_GiveToTarget(\"SparkHealDetection\",1)\nTNT1 A 0 //A_PlaySoundEx(\"weapon/sparkrecharger\",\"Body\")\nTNT1 A 0 A_SpawnItemEx(\"HealerTrailFX\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"HealerTrailFX2\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SparkHealAmmo\",1,\"HealingCheck\")\ngoto Death\nHealingCheck:\nTNT1 A 0 A_JumpIf(CallACS(\"BULL_CheckTeams\") == 1, \"Healing\")\ngoto Death\nHealing:\nTNT1 A 0 A_JumpIf(CallACS(\"BULL_CheckFor\",AAPTR_Tracer,1) == CallACS(\"BULL_CheckFor\",AAPTR_Tracer,2), \"Death\")\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,-50,0,0,1)\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,50,0,0,1)\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,-25,-25,0,1)\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,25,25,0,1)\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,0,-50,0,1)\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,0,50,0,1)\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,25,-25,0,1)\nSPAH P 0 A_SpawnItemEx(\"SmallSparkWaveFX\",0,0,0,0,-25,25,0,1)\nTNT1 A 0 A_TakeFromTarget(\"SparkHealAmmo\",1)\nTNT1 A 0 A_GiveInventory(\"SparkHealthHandler\",1,AAPTR_Tracer)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SparkIsFullFlag\",1,\"Death\")\nTNT1 A 0 A_TakeFromTarget(\"SparkHealAmmo\",1)\nTNT1 A 0 A_GiveToTarget(\"Health\",1)\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor SparkHealthHandler : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\tTNT1 A 0 A_JumpIf(!(health>0),\"No\")\n\t\tTNT1 A 0 HealThing(2) //I'm bothered that I'm doing this.\n\t\tstop\n\t\tNo:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor BigShockTrailFX1 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 8\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX F 1 A_CountDown\nSPAX F 0 A_FadeOut\nSPAX F 0 A_SetScale(scaleX-0.2)\nloop\n}\n}\n\nactor BigShockTrailFX2 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 8\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX H 1 A_CountDown\nSPAX H 0 A_FadeOut\nSPAX H 0 A_SetScale(scaleX-0.2)\nloop\n}\n}\n\nactor HealerTrailFX : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nscale 1\nReactionTime 8\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPMS A 1 A_CountDown\nSPAX F 0 A_FadeOut\nSPAX F 0 A_SetScale(scaleX-0.2)\nloop\n}\n}\n\nactor HealerTrailFX2 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nscale 1\nReactionTime 8\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPMS B 1 A_CountDown\nSPAX H 0 A_FadeOut\nSPAX H 0 A_SetScale(scaleX-0.2)\nloop\n}\n}\n\nactor BigShockTrailFX3 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 8\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX G 1 A_CountDown\nSPAX G 0 A_FadeOut\nSPAX G 0 A_SetScale(scaleX-0.2)\nloop\n}\n}\n\nactor BigShockTrailFX4 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 8\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX I 1 A_CountDown\nSPAX I 0 A_FadeOut\nSPAX I 0 A_SetScale(scaleX-0.2)\nloop\n}\n}\n\nactor BigShock3B : BigShock3{Translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\"}\nactor BigShock3R : BigShock3{Translation \"192:192=54:54\",\"198:198=41:41\",\"202:202=54:54\"}\nactor BigShock3O : BigShock3{Translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\"}\nactor BigShock3P : BigShock3{Translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\"}\n\nactor BigShockAltB : BigShockAlt{Translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\"}\nactor BigShockAltR : BigShockAlt{Translation \"192:192=54:54\",\"198:198=41:41\",\"202:202=54:54\"}\nactor BigShockAltO : BigShockAlt{Translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\"}\nactor BigShockAltP : BigShockAlt{Translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\"}\n\nactor BigShock2 : FastProjectile\n{\nTranslation \"198:198=218:218\", \"192:192=212:212\"\nPROJECTILE\ndamagetype \"SparkShot2\"\nObituary \"$OB_SPARKSHOCK\"\ndamage (20)\nRadius 9\nHeight 9\nSpeed 45\nScale 1.25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX F 2 A_SpawnItemEx(\"MedShockTrailFX1\",0,0,0,0,0,0,0,1)\nSPAX H 2 A_SpawnItemEx(\"MedShockTrailFX2\",0,0,0,0,0,0,0,1)\nSPAX G 2 A_SpawnItemEx(\"MedShockTrailFX3\",0,0,0,0,0,0,0,1)\nSPAX I 2 A_SpawnItemEx(\"MedShockTrailFX4\",0,0,0,0,0,0,0,1)\nSPAX F 2 A_SpawnItemEx(\"MedShockTrailFX1\",0,0,0,0,0,0,0,1)\nSPAX H 2 A_SpawnItemEx(\"MedShockTrailFX2\",0,0,0,0,0,0,0,1)\nSPAX G 2 A_SpawnItemEx(\"MedShockTrailFX3\",0,0,0,0,0,0,0,1)\nSPAX I 2 A_SpawnItemEx(\"MedShockTrailFX4\",0,0,0,0,0,0,0,1)\nSPAX F 2 A_SpawnItemEx(\"MedShockTrailFX1\",0,0,0,0,0,0,0,1)\nloop\nXDeath:\nDeath:\nSPAX F 1 A_FadeOut(.25)\nSPAX F 0 A_SetScale(ScaleX-0.3125)\nSPAX H 1 A_FadeOut(.25)\nSPAX H 0 A_SetScale(ScaleX-0.3125)\nSPAX G 1 A_FadeOut(.25)\nSPAX G 0 A_SetScale(ScaleX-0.3125)\nSPAX I 1 A_FadeOut(.25)\nSPAX I 0 A_SetScale(ScaleX-0.3125)\nstop\n}\n}\n\nactor MedShockTrailFX1 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 8\nScale 1.25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX F 1 A_CountDown\nSPAX F 0 A_FadeOut\nSPAX F 0 A_SetScale(scaleX-0.3125)\nloop\n}\n}\n\nactor MedShockTrailFX2 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 8\nScale 1.25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX H 1 A_CountDown\nSPAX H 0 A_FadeOut\nSPAX H 0 A_SetScale(scaleX-0.3125)\nloop\n}\n}\n\nactor MedShockTrailFX3 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 8\nScale 1.25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX G 1 A_CountDown\nSPAX G 0 A_FadeOut\nSPAX G 0 A_SetScale(scaleX-0.3125)\nloop\n}\n}\n\nactor MedShockTrailFX4 : BasicClientSide\n{\n+FORCEXYBILLBOARD\nRenderStyle \"Add\"\nAlpha 0.5\nReactionTime 4\nScale 1.25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nSpawnLOOP:\nSPAX I 1 A_CountDown\nSPAX I 0 A_FadeOut\nSPAX I 0 A_SetScale(scaleX-0.3125)\nloop\n}\n}\n\nactor BigShock2B : BigShock2{Translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\"}\nactor BigShock2R : BigShock2{Translation \"192:192=54:54\",\"198:198=41:41\",\"202:202=54:54\"}\nactor BigShock2O : BigShock2{Translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\"}\nactor BigShock2P : BigShock2{Translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\"}\n\nactor BigShock\n{\nTranslation \"198:198=218:218\", \"192:192=212:212\"\nPROJECTILE\ndamagetype \"SparkShot1\"\nObituary \"$OB_SPARKSHOCK\"\ndamage (10)\nRadius 6\nHeight 6\nspeed 40\nscale 3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSPAX DEDEDEDED 2\nSpawnLOOP:\nSPAX DDEEDDEEDDEE 1 //A_SetScale(scaleX-0.25)\nloop\n}\n}\n\nactor BigShockB : BigShock{Translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\"}\nactor BigShockR : BigShock{Translation \"192:192=54:54\",\"198:198=41:41\",\"202:202=54:54\"}\nactor BigShockO : BigShock{Translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\"}\nactor BigShockP : BigShock{Translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\"}\n\nactor PowerSparkSlow : PowerSpeed\n{\nSpeed 0.5\nPowerup.Duration 35\n}\n\nactor SparkmanAltSpreadCheck : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*2,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*3,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*4,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*5,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*6,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*7,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*8,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*9,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*10,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*11,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*12,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*13,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*14,1)\nTNT1 A 0 A_JumpIfInventory(\"PowerSpread_ST\",1,\"PickupS\")\nstop\nPickupS:\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*2+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*3+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*4+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*5+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*6+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*7+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*8+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*9+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*10+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*11+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*12+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*13+15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*14+15,1)\n\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*2-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*3-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*4-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*5-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*6-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*7-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*8-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*9-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*10-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*11-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*12-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*13-15,1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShock\",16,0,32,32,0,0,22.5*14-15,1)\nstop\n}\n}\n\nactor SparkmanAlt2SpreadCheck : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\n//TNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,60,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,45,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-45,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,90,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-90,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,135,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-135,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,180,1)\nTNT1 A 0 A_JumpIfInventory(\"PowerSpread_ST\",1,\"PickupS\")\nstop\nPickupS:\n//TNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,20,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,58,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-32,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,103,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-77,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,148,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-122,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,193,1)\n\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,32,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-58,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,77,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-103,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,122,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,-148,1)\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLob\",0,0,32,15,0,0,167,1)\nstop\n}\n}\n\nactor SparkM_ShockLob\n{\nTranslation \"198:198=225:225\"\nPROJECTILE\ndamagetype \"SparkMGOND_Lob\"\nObituary \"$OB_SPARKSHOCK\"\n-NOGRAVITY\n//+RIPPER\n+SKYEXPLODE\n+BOUNCEONWALLS\n+BOUNCEONCEILINGS\n+CANBOUNCEWATER\n+FORCEXYBILLBOARD\n+BRIGHT\nDamage (2)\nRadius 14\nHeight 14\nspeed 15\nscale 2.5\nwallbouncefactor 0.05\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 0 ThrustThingZ(0,40,0,1)\nSpawnLOOP:\nSPMS HHHHIIII 1 A_SpawnItemEX(\"SparkM_ShockLobFX\",0,0,0,0,0,0,0,1)\nloop\nCrash:\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLobGround\",0,0,0,0,0,0,0,1)\nstop\nXDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SparkMGOND_LobProtect : PowerProtection\n{\nPowerup.Duration 10\ndamagefactor \"SparkMGOND_Lob\", 0.0\n}\n\nactor SparkM_ShockLobB : SparkM_ShockLob{translation \"198:198=74:74\"}\nactor SparkM_ShockLobR : SparkM_ShockLob{translation \"198:198=41:41\"}\nactor SparkM_ShockLobO : SparkM_ShockLob{translation \"198:198=128:128\"}\nactor SparkM_ShockLobP : SparkM_ShockLob{translation \"198:198=232:232\"}\n\nactor SparkM_ShockLobFX : BasicClientSide\n{\n+FORCEXYBILLBOARD\n+BRIGHT\nMass 5\nScale 2.25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,1,2,3,4)\nSPMS NNOO 1 A_FadeOut(Mass/100.0)\ngoto Spawn+2\n}\n}\nactor SparkM_ShockLobFX2 : SparkM_ShockLobFX\n{\nMass 8\n}\nactor SparkM_ShockLobFX3 : SparkM_ShockLobFX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,1,2,3,4)\nSPMS IIJJ 1 A_FadeOut(Mass/100.0)\ngoto Spawn+2\n}\n}\n\nactor SparkM_ShockLobGround : SparkM_ShockLob\n{\n+NOGRAVITY\n+DONTBLAST\n+THRUACTORS\n+FLOORHUGGER\n//+EXPLODEONDEATH\nReactiontime 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SparkM_ShockLobGroundFX_H\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_PlaySoundEx(\"misc/wilystart\",\"Voice\",1)\nTNT1 A 0 A_Explode(0,48,0,0,48)\nTNT1 A 1 A_Explode(2,48,0,0,48)\nTNT1 A 0 A_Explode(0,48,0,0,48)\nTNT1 A 1 A_Explode(2,48,0,0,48)\nTNT1 A 0 A_Explode(0,48,0,0,48)\nTNT1 A 1 A_Explode(2,48,0,0,48)\nTNT1 A 0 A_Explode(0,48,0,0,48)\nTNT1 A 1 A_Explode(2,48,0,0,48)\nTNT1 A 0 A_Explode(0,48,0,0,48)\nTNT1 A 1 A_Explode(2,48,0,0,48)\nTNT1 A 0 A_CountDown\ngoto Spawn+3\nDeath:\nTNT1 A 1 //A_StopSound(\"Voice\")\nstop\n}\n}\n\nactor SparkM_ShockLobGroundFX_H : BasicClientSide\n{\nRenderStyle None\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX2\",random(1,16)*3,0,0,0,0,frandom(1,4),random(0,89)*3,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX2\",random(1,16)*3,0,0,0,0,frandom(1,4),random(90,179),1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX2\",random(1,16)*3,0,0,0,0,frandom(1,4),random(180,269),1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX2\",random(1,16)*3,0,0,0,0,frandom(1,4),random(270,359),1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*0,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*1,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*2,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*3,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*4,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*5,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*6,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*7,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*8,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*9,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*10,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*11,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*12,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*13,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*14,1)\nTNT1 A 0 A_SpawnItemEX(\"SparkM_ShockLobFX3\",48,0,0,0,0,random(1,2),22.5*15,1)\nTNT1 A 5 A_CountDown\nloop\n}\n}\n\nactor SmallShock\n{\nTranslation \"198:198=218:218\", \"192:192=212:212\"\nPROJECTILE\n+FORCEXYBILLBOARD\ndamagetype \"SparkM_Shock2\"\nObituary \"$OB_SPARKSHOCKALT\"\ndamage (10)\nRadius 12\nHeight 12\nspeed 45\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX D 0 A_ScaleVelocity(1.5)\nSPAX DEDEDE 2\nloop\n}\n}\n\nactor SmallShockBoom : SmallShock{damagetype \"SparkShot3\"}\n\nactor SparkmanSynthExplosion\n{\n+MISSILE\n+NOINTERACTION\n+NOGRAVITY\nTranslation \"198:198=218:218\", \"192:192=212:212\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 22.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 45, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 67.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 90, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 112.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 135, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 157.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 180, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 202.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 225, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 247.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 270, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 292.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 315, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 337.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 40, 0, 0, 360, 1)\nLike22Point5DegreesUpIThink:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 22.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 45, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 67.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 90, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 112.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 135, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 157.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 180, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 202.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 225, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 247.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 270, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 292.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 315, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 337.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, 10, 360, 1)\nLike22Point5DegreesDownIThink:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 22.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 45, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 67.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 90, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 112.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 135, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 157.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 180, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 202.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 225, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 247.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 270, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 292.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 315, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 337.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 34, 0, -10, 360, 1)\nLike45DegreesUpIThink:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 22.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 45, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 67.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 90, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 112.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 135, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 157.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 180, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 202.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 225, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 247.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 270, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 292.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 315, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 337.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, 20, 360, 1)\nLike45DegreesDownIThink:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 22.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 45, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 67.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 90, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 112.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 135, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 157.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 180, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 202.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 225, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 247.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 270, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 292.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 315, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 337.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 28, 0, -20, 360, 1)\nLike67Point5DegreesUpIThink:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 22.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 45, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 67.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 90, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 112.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 135, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 157.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 180, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 202.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 225, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 247.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 270, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 292.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 315, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 337.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, 30, 360, 1)\nLike67Point5DegreesDownIThink:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 22.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 45, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 67.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 90, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 112.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 135, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 157.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 180, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 202.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 225, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 247.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 270, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 292.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 315, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 337.5, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 22, 0, -30, 360, 1)\nLikeUpAndDownLol:\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 0 , 0, 40, 0, 1)\nTNT1 A 0 A_SpawnItemEx(\"SmallShockBoom\", 4, 0, 8, 0 , 0, -40, 0, 1)\nstop\n}\n}\n\nactor SmallShockB : SmallShock{Translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\"}\nactor SmallShockR : SmallShock{Translation \"192:192=54:54\",\"198:198=41:41\",\"202:202=54:54\"}\nactor SmallShockO : SmallShock{Translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\"}\nactor SmallShockP : SmallShock{Translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\"}\n\nactor SparkmanSynthExplosionB : SparkmanSynthExplosion{Translation \"192:192=205:205\",\"198:198=74:74\",\"202:202=205:205\"}\nactor SparkmanSynthExplosionR : SparkmanSynthExplosion{Translation \"192:192=54:54\",\"198:198=41:41\",\"202:202=54:54\"}\nactor SparkmanSynthExplosionO : SparkmanSynthExplosion{Translation \"192:192=104:104\",\"198:198=128:128\",\"202:202=104:104\"}\nactor SparkmanSynthExplosionP : SparkmanSynthExplosion{Translation \"192:192=229:229\",\"198:198=232:232\",\"202:202=229:229\"}\n\nactor SparkShotSFX1\n{\nrenderstyle add\nAlpha 0.6\nscale 2.5\n+NOGRAVITY\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX A 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor SparkShotSFX2\n{\nrenderstyle add\nAlpha 0.6\nscale 2.5\n+NOGRAVITY\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX B 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor SparkShotSFX3\n{\nrenderstyle add\nAlpha 0.6\nscale 2.5\n+NOGRAVITY\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX C 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor SparkReturner\n{\n//+NOINTERACTION\n-DONTBLAST\n+SEEKERMISSILE\n+NOINTERACTION\nReactionTime 210\nspeed 50\nscale 2.5\nStates\n{\nSpawn:\nSPAX A 0\nSPAX A 0 A_RearrangePointers(0,0,2)\nSPAX A 0 A_FaceTarget\ngoto Spawn2\nSpawn2:\nSPAX A 0 A_SpawnItemEx(\"SparkShotSFX1\",0,0,0,0,0,0,0,1)\nSPAX A 1 A_SeekerMissile(90,90,SMF_PRECISE)\nSPAX A 0 A_SpawnItemEx(\"SparkShotSFX1\",0,0,0,0,0,0,0,1)\nSPAX A 1 A_JumpIfCloser(60,\"Return\")\nSPAX B 0 A_SpawnItemEx(\"SparkShotSFX2\",0,0,0,0,0,0,0,1)\nSPAX B 1 A_SeekerMissile(90,90,SMF_PRECISE)\nSPAX B 0 A_SpawnItemEx(\"SparkShotSFX2\",0,0,0,0,0,0,0,1)\nSPAX B 1 A_JumpIfCloser(60,\"Return\")\nSPAX C 0 A_SpawnItemEx(\"SparkShotSFX3\",0,0,0,0,0,0,0,1)\nSPAX C 1 A_SeekerMissile(90,90,SMF_PRECISE)\nSPAX C 0 A_SpawnItemEx(\"SparkShotSFX3\",0,0,0,0,0,0,0,1)\nSPAX C 1 A_JumpIfCloser(60,\"Return\")\nSPAX C 0 A_Countdown\nloop\nDeath:\nTNT1 A 0 A_JumpIfCloser(60,\"Return\")\nstop\nReturn:\nTNT1 A 1 A_PlaySoundEx(\"weapon/sparkshocker\",\"Voice\")\nstop\nFailed:\nTNT1 A 0\nstop\n}\n}\n\nactor SparkShotFXC2\n{\nrenderstyle add\nTranslation \"198:198=225:225\"\nAlpha 0.8\nscale 2.5\n+NOGRAVITY\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX AAAAAAAAAA 1 A_FadeOut(0.10)\nloop\n}\n}\n\nactor SmallShockFX1\n{\nScale 2.5\n-SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\n//+FORCEXYBILLBOARD\n+DONTBLAST\n+NOINTERACTION\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX D 0\nSPAX D 1\nstop\n}\n}\n\nactor SmallShockFX2 : SmallShockFX1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX E 0\nSPAX E 1\nstop\n}\n}\n\nactor MediumShockFX1\n{\nScale 1.75\n-SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\n//+FORCEXYBILLBOARD\n+DONTBLAST\n+NOINTERACTION\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX G 0\nSPAX G 1\nstop\n}\n}\n\nactor MediumShockFX2 : MediumShockFX1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX H 0\nSPAX H 1\nstop\n}\n}\n\nactor BigShockFX1\n{\nScale 2.5\n-SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\n//+FORCEXYBILLBOARD\n+DONTBLAST\n+NOINTERACTION\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX G 0\nSPAX G 1\nstop\n}\n}\n\nactor BigShockFX2 : BigShockFX1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nSPAX F 0\nSPAX F 1\nstop\n}\n}\n\nactor SparkmanMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BigShock\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BigShockB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BigShockR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BigShockO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BigShockP\",0,0,0,0)\ngoto Done\n}\n}\n\nactor SparkmanMain2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BigShock2\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BigShock2B\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BigShock2R\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BigShock2O\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BigShock2P\",0,0,0,0)\ngoto Done\n}\n}\n\nactor SparkmanMain3_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BigShock3\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BigShock3B\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BigShock3R\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BigShock3O\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BigShock3P\",0,0,0,0)\ngoto Done\n}\n}\n\nactor SparkmanAltMid_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"SmallShock\",22.5*1,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShock\",22.5*15,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShock\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"SmallShockB\",22.5*1,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockB\",22.5*15,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"SmallShockR\",22.5*1,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockR\",-4522,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"SmallShockO\",22.5*1,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockO\",22.5*15,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"SmallShockP\",22.5*1,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockP\",22.5*15,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"SmallShockP\",0,0,0,0)\ngoto Done\n}\n}\n\nactor SparkmanAlt_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"SparkM_ShockLob\",0,1,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"SparkM_ShockLobB\",0,1,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"SparkM_ShockLobR\",0,1,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"SparkM_ShockLobO\",0,1,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"SparkM_ShockLobP\",0,1,8,0)\ngoto Done\n}\n}\n\nactor SparkmanAlt2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"BigShockAlt\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"BigShockAltB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"BigShockAltR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"BigShockAltO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"BigShockAltP\",0,0,0,0)\ngoto Done\n}\n}"
},
{
"source": "pk3",
"name": "actors/MegamanK/SakugarneBoss.txt",
"contents": "actor SakugarneBoss : BaseMM8BDMWep_CBM\n{\nTag \"$TAGC_KD\"\ndropitem \"SakugarneWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"$OB_SAKUGARNE\"\nInventory.Pickupmessage \"Power up! Sakugarne!\"\nweapon.ammotype \"BackToTheAmmo\"\ninventory.icon \"SAKUSI\"\nStates\n{\nSpawn:\nC_0K D 1\nloop\nReady:\nQSAK A 0 ACS_ExecuteAlways(998,0,DYE_QUINT)\nQBUS A 5\nQSAK A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,0,1)//Disable Jump\nQSAK A 0 A_GiveInventory(\"QuintNoPogo\",1)\nQSAK A 0 A_GiveInventory(\"NoJumpCancel\",1)\nQSAK A 0 A_GiveInventory(\"SakuAmmoDelay\",1)\nQSAK A 0 A_GunFlash\nGoto Ready1\nReady1:\nQSAK A 1 A_WeaponReady(12)\nGoto Fire\n\nDeselect:\nTNT1 A 0 A_TakeInventory(\"QuintIsAir\",1)\nTNT1 A 0 A_TakeInventory(\"SakugarneActive\",1)\nTNT1 A 0 A_TakeInventory(\"NoJumpCancel\",1)\nTNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)\nTNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,1,1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nQSAK A 1 A_Lower\ngoto Deselect+5\nSelect:\nTNT1 A 0 A_TakeInventory(\"QuintIsAir\",1)\nTNT1 A 0 A_TakeInventory(\"SakugarneActive\",1)\nTNT1 A 0 A_TakeInventory(\"NoJumpCancel\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nQSAK A 1 A_Raise\ngoto Select+3\n\nFire:\nQSAK A 0 A_JumpIfInventory(\"SakugarneActive\",1,\"AirStomp\")\nQSAK A 1 A_WeaponReady(12)\nQSAK A 0 A_GiveInventory(\"QuintAmmoHelp_P\",1)\nQSAK A 0 A_JumpIf(z-floorz==0,\"JumpStart\")\nQSAK A 0 A_JumpIf(momz==0,\"FireV\")\nloop\nFireV:\nQSAK A 1 A_WeaponReady(12)\nQSAK A 0 A_JumpIf(z-floorz==0,\"JumpStart\")\nQSAK A 0 A_JumpIf(momz==0,\"JumpStart\")\ngoto Fire\n\nJumpStart:\nQSAK A 0 A_JumpIfInventory(\"SakugarneActive\",1,\"Air\")\nQSAK A 0 A_PlaySoundEx(\"weapon/sakugarne\",\"Weapon\")\nQSAK A 0 A_GiveInventory(\"QuintYesPogo\",1)\nQSAK A 0 A_TakeInventory(\"QuintNoPogo\",9)\nQSAK A 0 A_GunFlash\nQSAK A 1 Offset(0, 32)\nQSAK A 1 Offset(0, 48)\nQSAK A 1 Offset(0, 72)\nQSAK A 1 Offset(0, 80)\nTNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,165,100)\nQSAK A 0 A_ChangeVelocity(0,0,16,CVF_RELATIVE)\nQSAK A 0 A_GiveInventory(\"SakugarneActive\",1)\n//QSAK A 2 A_GiveInventory(\"QuintIsAir\",1)\nQSAK A 1 Offset(0, 72) A_GiveInventory(\"QuintIsAir\",1)\nQSAK A 1 Offset(0, 60) A_GiveInventory(\"QuintIsAir\",1)\n//QSAK A 2 A_GiveInventory(\"QuintLeapWeaken\",1)\nQSAK A 1 Offset(0, 38)//A_GiveInventory(\"QuintLeapWeaken\",1)\nQSAK A 1 Offset(0, 32)//A_GiveInventory(\"QuintLeapWeaken\",1)\nGoto Air\n\nAir:\nQSAK A 0 A_JumpIfInventory(\"BackToTheAmmo\",7,\"Air2\")\nQSAK A 0 A_JumpIf(z-floorz==0,\"Jump\")\nQSAK A 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"AirBounce\")\nQSAK A 0 A_SpawnItemEx(\"QuintLeapCrush\",4,0,-10,momx,momy,-100,0,8)\nQSAK A 1 A_WeaponReady(12)\nQSAK A 0 A_GiveInventory(\"QuintAmmoHelp_P\",1)\n//QSAK C 0 A_JumpIfInventory(\"IsBot\",1,\"BotAir\")\nloop\nAirBounce:\n//QSAK A 3\n//QSAK B 3 A_TakeInventory(\"VivifyDelay6\",1)\nQSAK A 1 Offset(0, 48)\nQSAK A 1 Offset(0, 72)\nQSAK A 1 Offset(0, 80)\nQSAK A 1 Offset(0, 60) A_TakeInventory(\"VivifyDelay6\",1)\nQSAK A 1 Offset(0, 38)\nQSAK A 1 Offset(0, 32)\ngoto Air\n\nAir2:\nQSAK A 0 A_JumpIfInventory(\"BackToTheAmmo\",28,\"Air3\")\nQSAK A 0 A_JumpIf(z-floorz==0,\"Jump\")\nQSAK A 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"AirBounce\")\nQSAK A 0 A_SpawnItemEx(\"QuintLeapCrush\",4,0,-10,momx,momy,-100,0,8)\nQSAK A 1 A_WeaponReady(8)\nQSAK A 0 A_GiveInventory(\"QuintAmmoHelp_P\",1)\n//QSAK C 0 A_JumpIfInventory(\"IsBot\",1,\"BotAir\")\nloop\n\nAir3:\nQSAK A 0 A_JumpIf(z-floorz==0,\"Jump\")\nQSAK A 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"AirBounce\")\nQSAK A 0 A_SpawnItemEx(\"QuintLeapCrush\",4,0,-10,momx,momy,-100,0,8)\nQSAK A 1 A_WeaponReady\nQSAK A 0 A_GiveInventory(\"QuintAmmoHelp_P\",1)\n//QSAK C 0 A_JumpIfInventory(\"IsBot\",1,\"BotAir\")\nloop\n\nBotAir:\nQSAK C 0 A_Jump(2,1)\nGoto Air\nQSAK C 0 A_SelectWeapon(\"QuintBusterBoss\")\nGoto Air\n\nAirStomp:\nQSAK A 0 A_JumpIf(z-floorz==0,\"JumpWaveCheck\")\nQSAK A 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"AirBounce\")\nQSAK A 0 A_SpawnItemEx(\"QuintLeapCrush\",4,0,-10,momx,momy,-100,0,8)\nQSAK A 1 A_WeaponReady(WRF_NOFIRE)\nQSAK A 1 A_GiveInventory(\"SakuThrust_Pickup\")\n//QSAK C 0 A_JumpIfInventory(\"IsBot\",1,\"BotAirStomp\")\nloop\n\nBotAirStomp:\nQSAK C 0 A_JumpIfCloser(96,\"Altfire\")\nQSAK C 0 A_Jump(4,\"SpinJump\")\nQSAK C 0 A_Jump(1,2)\nQSAK C 0 A_Refire(\"AirReady\")\nGoto Air\nQSAK C 0 A_SelectWeapon(\"QuintBusterBoss\")\nQSAK C 0 A_Refire(\"AirReady\")\nGoto Air\n\nJump:\nQSAK A 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"AirBounce\")\nQSAK A 0 A_GiveInventory(\"QuintMain2_CI\",1)\nQSAK A 0 A_FireCustomMissile(\"QuintSakuBlastLand2\",0,0,0,0)\nQSAK A 0 A_GiveInventory(\"QuintDive_Pickup\",1)\nQSAK A 0 A_PlaySoundEx(\"weapon/sakugarne\",\"Weapon\")\nQSAK A 0 A_TakeInventory(\"QuintIsAir\",1)\nQSAK A 0 A_GunFlash\nQSAK A 0 A_JumpIf(ACS_ExecuteWithResult(C_JAX_CHECK_JUMP)==1,\"Jump2\")\n\n//QSAK A 0 A_SetArg(3,momy)\n//QSAK A 0 A_SetArg(2,momx)\n\n//QSAK AABB 2\nQSAK A 1 Offset(0, 32)\nQSAK A 1 Offset(0, 48)\nQSAK A 1 Offset(0, 72)\nQSAK A 1 Offset(0, 80)\nQSAK A 1 Offset(0, 80)\nQSAK A 1 Offset(0, 80)\nQSAK A 1 Offset(0, 80)\nQSAK A 1 Offset(0, 72)\nQSAK A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,165,100)//SetPlayerProperty(0,0,0)\n//QSAK A 0 A_ChangeVelocity(args[2],args[3],16,CVF_REPLACE)//17 0 16 //CVF_RELATIVE\nQSAK A 0 ThrustThingZ(0,64,0,0)\n//QSAK A 4 A_GiveInventory(\"QuintIsAir\",1)\nQSAK A 1 Offset(0, 60) A_GiveInventory(\"QuintIsAir\",1)\nQSAK A 1 Offset(0, 38)\nQSAK A 1 Offset(0, 32)\nQSAK A 1 Offset(0, 30)\nQSAK A 0 A_WeaponReady(14)\nQSAK A 1 A_JumpIfInventory(\"IsBot\",1,\"BotJump\")\nQSAK A 1 //A_GiveInventory(\"QuintLeapWeaken\",1)\nQSAK A 0 A_WeaponReady(12)\nGoto Air\n\nBotJump:\nQSAK A 2 A_Jump(20,3)\nQSAK A 0\nQSAK A 0 A_WeaponReady(12)\nGoto Air\nQSAK A 2 A_SelectWeapon(\"QuintBusterBoss\")\nQSAK A 0\nQSAK A 0 A_WeaponReady(12)\nGoto Air\n\nJump2:\n//QSAK AB 3\nQSAK A 1 Offset(0, 32)\nQSAK A 1 Offset(0, 38)\nQSAK A 1 Offset(0, 48)\nQSAK A 1 Offset(0, 60)\nQSAK A 1 Offset(0, 72)\nQSAK A 1 Offset(0, 80)\nQSAK A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,165,100)//SetPlayerProperty(0,0,0)\nQSAK A 0 ThrustThingZ(0,84,0,0)//A_ChangeVelocity(0,0,21,CVF_RELATIVE)//16,0,21\n//QSAK A 4\nQSAK A 1 Offset(0, 80) A_GiveInventory(\"QuintIsAir\",1)\nQSAK A 1 Offset(0, 72)\nQSAK A 1 Offset(0, 60)\nQSAK A 1 Offset(0, 38)\nQSAK A 1 Offset(0, 32)\nQSAK A 1 Offset(0, 30) //A_GiveInventory(\"QuintLeapWeaken\",1)\nQSAK A 0 A_WeaponReady(12)\nGoto Air\n\nJumpWaveCheck:\nQSAK A 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"AirBounce\")\nQSAK A 0 A_JumpIfInventory(\"BackToTheAmmo\",7,\"JumpWave\")\ngoto Jump+1\nJumpWave:\nQSAK A 0 A_PlaySoundEx(\"misc/mm3explosion\",\"Body\")\nQSAK A 0 A_GiveInventory(\"QuintMainX_CI\",1)\nQSAK A 0 A_GiveInventory(\"SelfStoppedTF\",1)\nQSAK A 0 A_TakeInventory(\"QuintIsAir\",1)\nQSAK A 0 A_GunFlash\n//QSAK AB 4 A_Stop\nQSAK A 1 Offset(0, 32) A_Stop\nQSAK A 1 Offset(0, 48) A_Stop\nQSAK A 1 Offset(0, 72) A_Stop\nQSAK A 1 Offset(0, 80) A_Stop\nQSAK A 1 Offset(0, 80) A_Stop\nQSAK A 1 Offset(0, 80) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 48) A_Stop\nQSAK A 0 A_GiveInventory(\"SelfStoppedUnfreeze\",1)\ngoto Jump+3\n\nAltfire:\nQSAK A 0 A_JumpIfInventory(\"BackToTheAmmo\",28,\"SpinJump\")\ngoto Air\n\nSpinJump:\nQSAK A 0 A_GiveInventory(\"StunArmor\",1)\nQSAK A 0 A_GiveInventory(\"QuintLeapArmor\",1)\nQSAK A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,10,100)\nQSAK A 0 A_ChangeVelocity(48,0,0,3)\nQSAK A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\nQSAK A 0 ThrustThingZ(0,80,0,0)\nQSAK A 2\nQSAK A 4 A_TakeInventory(\"WeaponCharge\",999)\nQSAK A 3 A_TakeInventory(\"BackToTheAmmo\",28)\nQSAK A 1 A_SetArg(3,angle)\nQSAK A 0 A_PlaySoundEx(\"misc/quintspin\",\"Body\")\nQSAK A 0 A_Stop\nQSAK A 0 A_JumpIfInventory(\"FlightDisableFlag\",1,\"SpinningFall\")\nQSAK A 0 //A_ChangeVelocity(0,0,23,3)\ngoto SpinningUp\nSpinningUp:\nQSAK A 0 A_SetAngle(angle+30)\nQSAK A 0 A_SpawnItemEx(\"QuintSakuAltSpin\",0,0,-16,0,0,0,0,1)\nQSAK A 0 ThrustThingZ(0,4,0,0)\nQSAK A 1 A_GiveInventory(\"WeaponCharge\",1)\nQSAK A 0 A_JumpIfInventory(\"WeaponCharge\",20,\"SpinningPush\")\ngoto SpinningUp\nSpinningPush:\nQSAK A 0 ThrustThing(args[3]*256/360,1,1,0)\nQSAK A 0 A_GiveInventory(\"QuintSpinningDelay\",1)\ngoto SpinningFall\nSpinningFall:\nQSAK A 0 A_SetAngle(angle+30)\nQSAK A 0 A_SpawnItemEx(\"QuintSakuAltSpin\",0,0,-16,0,0,0,0,1)\nQSAK A 0 A_ChangeVelocity(0,0,-1,CVF_RELATIVE)\nQSAK A 1 A_JumpIf(z-floorz==0,\"SpinLand\")\nQSAK A 0 A_JumpIfInventory(\"WeaponCharge\",26,\"SpinLand\")\nQSAK A 0 A_JumpIfInventory(\"QuintSpinningDelay\",1,\"SpinningFall\")\ngoto SpinningHelp\nSpinningHelp:\nQSAK A 0 ThrustThing(args[3]*256/360,20,1,0)\nQSAK A 0 A_SetArg(3,random(0,255))\nQSAK A 0 A_GiveInventory(\"WeaponCharge\",1)\nQSAK A 0 A_GiveInventory(\"QuintSpinningDelay\",1)\ngoto SpinningFall\n\nSpinLand:\nQSAK A 0 A_SetAngle(args[3])\nQSAK A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,0,1)\nQSAK A 0 A_GiveInventory(\"QuintDive\",1)\nQSAK A 0 A_TakeInventory(\"QuintIsAir\",9)\nQSAK A 0 A_TakeInventory(\"StunArmor\",9)\nQSAK A 0 A_GunFlash\nQSAK A 0 A_GiveInventory(\"QuintAltX_CI\",1)\n//QSAK BABABABABABABABA 2 A_Stop //32\nQSAK A 1 Offset(0, 48) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 72) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 60) A_Stop\nQSAK A 1 Offset(0, 40) A_Stop\nQSAK A 1 Offset(0, 38) A_Stop\nQSAK A 1 Offset(0, 30) A_Stop\nQSAK A 1 Offset(0, 32) A_Stop\nQSAK A 0 A_TakeInventory(\"QuintDive\",9)\nQSAK A 0 A_TakeInventory(\"BasicArmor\",9999)\nGoto Jump+3\n\nFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor QuintBusterBoss : BaseMM8BDMWep_CBM\n{\nTag \"$TAGC_KD2\"\ndropitem \"SakugarneWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nObituary \"$OB_QUINTBUSTER\"\nInventory.Pickupmessage \"You Lose! Good day sir!\"\nweapon.ammotype \"BackToTheAmmo\"\n+WEAPON.NOAUTOAIM\ninventory.icon \"QBustIcn\"\nStates\n{\nSpawn:\nTNT1 A 2\nBUST T 1\nloop\nReady:\nQBUS B 0 ACS_ExecuteAlways(998,0,DYE_QUINT)\nQSAK A 5\nQBUS B 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)\nQBUS B 0 A_TakeInventory(\"QuintYesPogo\",1)\nQBUS B 0 A_GiveInventory(\"QuintNoPogo\",1)//A_GunFlash\nGoto Ready1\nReady1:\nQBUS B 0 A_JumpIfInventory(\"SlideLimitFlag\",100,\"Ready2\")\nQBUS B 9 A_WeaponReady(8)\nQBUS B 0 A_GiveInventory(\"BackToTheAmmo\",1)\nloop\nReady1:\nQBUS B 9 A_WeaponReady\nQBUS B 0 A_GiveInventory(\"BackToTheAmmo\",1)\nloop\nDeselect:\nQBUS B 0 A_TakeInventory(\"QuintDive\",99)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nQBUS B 1 A_Lower\ngoto Deselect+1\nSelect:\nQBUS B 0 A_TakeInventory(\"QuintDive\",99)\nQBUS B 0 A_TakeInventory(\"SakugarneActive\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nQBUS B 1 A_Raise\ngoto Select+2\nFire:\nQBUS B 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nQBUS B 0 A_PlaySoundEx(\"weapon/GameBoyFire\",\"Weapon\")\nQBUS B 0 A_GiveInventory(\"QuintMain_CI\",1)\n//QBUS CD 3\n//QBUS B 4\nQBUS C 1 Offset(5, 41)//41\nQBUS C 1 Offset(9, 45)//45\nQBUS C 1 Offset(10, 46)//46\nQBUS C 1 Offset(9, 45)//46\nQBUS C 1 Offset(5, 41)//45\nQBUS C 1 Offset(2, 37)//41\nQBUS B 4 A_WeaponReady(14)\nQBUS B 0 A_GiveInventory(\"BackToTheAmmo\",1)\ngoto Ready1\nFireV://Lazy fix\nAirStomp://Lazy fix\nJumpStart://Lazy fix\ngoto Fire\nAltfire:\nQBUS B 0 A_JumpIfInventory(\"SlideLimitFlag\",100,\"Altfire2\")\ngoto Ready1\nAltfire2:\nQBUS G 0 A_GiveInventory(\"CopySlideDelay\",1)\nQBUS G 0 A_GiveInventory(\"CopySlideAmmoPickup\",1)\nQBUS G 0 A_GiveInventory(\"VivifyDelay10\",1)\nQBUS G 0 A_Refire(1)\nQBUS G 0 A_PlaySoundEx(\"weapon/GameBoyMMXDash\",\"Weapon\")\nQBUS G 0 A_ChangeVelocity(40,0,momz,3)\nQBUS G 0 A_SetArg(3,momy)\nQBUS G 0 A_SetArg(2,momx)\nQBUS G 0 A_ChangeFlag(\"SOLID\",0)\ngoto AltfireH\nAltfireH:\n/*QBUS GGGGGGGGGG 1 A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 OffSet(-10,52)A_ChangeVelocity(momx*0.75,momy*0.75,momz,2)\nQBUS G 1 OffSet(-20,72)\nQBUS B 2 OffSet(12,112)\nQBUS B 6 OffSet(9,92)\nQBUS B 6 OffSet(6,72)\n//QBUS B 6 OffSet(3,52)*/ //32\nQBUS B 1 Offset(31, 36) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS B 1 Offset(202, 81) A_GiveInventory(\"QuintSlide_Pickup\",1)\nTNT1 A 1 A_GiveInventory(\"QuintSlide_Pickup\",1)\nTNT1 A 1 Offset(1,31) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 Offset(78, 30) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 Offset(136, 30) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 Offset(181, 29) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 Offset(183, 31) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 Offset(183, 29) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 Offset(179, 31) A_GiveInventory(\"QuintSlide_Pickup\",1)\nQBUS G 1 Offset(179, 29) A_ChangeVelocity(momx*0.75,momy*0.75,momz,2)\nQBUS G 0 A_SpawnItemEx(\"ResolidifyPlayer_H\")\nQBUS G 1 Offset(183, 29)\nQBUS G 1 Offset(179, 31)\nQBUS G 1 Offset(183, 31)\nQBUS G 1 Offset(136, 30)\nQBUS G 1 Offset(129, 29)\nQBUS G 1 Offset(78, 30)\nQBUS G 1 Offset(1,31)\nTNT1 A 11 Offset(202,81)\nQBUS B 1 Offset(202, 81)\nQBUS B 1 Offset(104, 51)\nQBUS B 1 Offset(31, 36)\ngoto Ready1\n\nBotFire:\nQBUS B 0 A_JumpIfCloser(64,2)\nQBUS B 0 A_Jump(8,1)\ngoto Fire+1\nQBUS B 0 A_SelectWeapon(\"SakugarneBoss\")\ngoto Fire+1\nFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor BackToTheAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor MMXQuintAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 300\n+INVENTORY.IGNORESKILL\n}\n\nactor QuintYesPogo :OnceC{}\nactor QuintNoPogo :OnceC{}\n\nactor QuintDive :OnceC{}\n\nactor QuintIsAir :OnceC{}\n\nactor SakuThrustDelay : Powerup\n{\nPowerup.Duration 2\n}\n\nactor SakuAmmoDelay : Powerup\n{\n+INVENTORY.ADDITIVETIME\nPowerup.Duration 6\n}\n\nactor QuintSpinningDelay : Powerup\n{\nPowerup.Duration 88\n}\n\nactor SakuThrust_Pickup : CustomInventory\n{\nStates\n{\nPickup:\n//TNT1 A 0 A_LOGINT(MOMX*MOMX+MOMY*MOMY)\n//TNT1 A 0 A_LOGINT(MOMX)\n//TNT1 A 0 A_LOGINT(MOMY)\nTNT1 A 0 A_ChangeVelocity(1,0,-1,CVF_RELATIVE)\nTNT1 A 0 A_ChangeVelocity((momx)*1.045,(momy)*1.045,(momz),CVF_REPLACE)\nTNT1 A 0 A_JumpIfInventory(\"SakuThrustDelay\",1,\"No\")\ngoto PickupFX\nPickupFX:\nTNT1 A 0 A_GiveInventory(\"SakuThrustDelay\",1)\nTNT1 A 0 A_SpawnItemEx(\"SakuTrailFX\",0,0,0,0,0,0,0,1)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor SakuArgMath_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(Args[2]<0,\"S_2\")\nTNT1 A 0 A_JumpIf(Args[3]<0,\"S_3\")\nTNT1 A 0 A_ChangeVelocity(Args[2]+Args[3],0,16,3)\nstop\nS_2:\nTNT1 A 0 A_JumpIf(Args[3]<0,\"S_23\")\nTNT1 A 0 A_ChangeVelocity(Args[2]*-1+Args[3],0,16,3)\nstop\nS_3:\nTNT1 A 0 A_ChangeVelocity(Args[2]+Args[3]*-1,0,16,3)\nstop\nS_23:\nTNT1 A 0 A_ChangeVelocity(Args[2]*-1+Args[3]*-1,0,16,3)\nstop\n}\n}\n\nactor QuintDive_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"QuintDive\",1,\"Pickup0X\")\nstop\nPickup0X:\nTNT1 A 0 //A_Stop\nTNT1 A 0 A_TakeInventory(\"QuintDive\",9)\nTNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,0,1)//SetPlayerProperty(0,1,0)\nstop\n}\n}\n\nactor QuintSlide_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nQSAK C 0 A_JumpIfInventory(\"FlightDisableFlag\",1,\"Dash2\")\ngoto Dash1\nDash1:\nTNT1 A 0 A_ChangeVelocity(args[2],args[3],0,CVF_REPLACE)\ngoto DashEnd\nDash2:\nTNT1 A 0 A_ChangeVelocity(args[2],args[3],momz,CVF_REPLACE)\ngoto DashEnd\nDashEnd:\nTNT1 A 0 A_SpawnItemEx(\"SakuDashTrailFX\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor QuintAmmoHelp_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"SakuAmmoDelay\",1,\"No\")\ngoto PickupA\nPickupA:\nTNT1 A 0 A_GiveInventory(\"BackToTheAmmo\",1)\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupA_R\")\nTNT1 A 0 A_GiveInventory(\"SakuAmmoDelay\",1)\ngoto PickupA_R\nPickupA_R:\nTNT1 A 0 A_GiveInventory(\"SakuAmmoDelay\",1)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor QuintMMX_StaminaUse_H : BasicHelper\n{\n+SERVERSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\nSpawn2:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"SlideLimitRestoreDelay\",1,2)\nTNT1 A 0 A_GiveToTarget(\"MMXQuintAmmo\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"QuintNoPogo\",1,1)\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"SlideLimitRestoreDelay\",1,\"Spawn2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"MMXQuintAmmo\",300,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nloop\n}\n}\n\nactor QuintMMX_StaminaUse_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"SlideLimitRestoreDelay\",1)\nTNT1 A 0 A_JumpIfInventory(\"MMXQuintAmmo\",300,\"Pickup_H\")\nTNT1 A 0 A_JumpIfInventory(\"MMXQuintAmmo\",100,\"Pickup2\")\nstop\nPickup_H:\nTNT1 A 0 A_TakeInventory(\"MMXQuintAmmo\",100,1)\nTNT1 A 0 A_JumpIfInventory(\"MMXQuintAmmo\",300,2)\nTNT1 A 0 A_SpawnItemEx(\"QuintMMX_StaminaUse_H\",0,0,24)\nTNT1 A 0\nstop\nPickup2:\nTNT1 A 0 A_TakeInventory(\"MMXQuintAmmo\",100,1)\nstop\n}\n}\n\nactor SakuShockwaveSpawner : BasicExplosion\n{\nTranslation \"202:202=214:214\",\"199:199=248:248\",\"204:204=215:215\"\ndamagetype \"Quint_SakuLand\"\nObituary \"$OB_QUINTEXPLODE\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,15,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,30,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,45,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,60,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,75,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,90,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,105,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,120,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,135,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,150,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,165,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,180,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,195,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,210,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,225,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,240,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,255,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,270,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,285,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,300,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,315,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,330,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuShockwaveBit\",0,0,0,20,0,0,345,1)\nTNT1 A 0 A_Explode(12,128,0,0,128)\nTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"SakuRockCrushFX\",0,0,5,0,random(2,8),random(5,10),random(0,360),1)\nTNT1 A 1\nstop\n}\n}\n\nactor SakuShockwaveSpawnerB : SakuShockwaveSpawner{translation \"202:202=205:205\",\"199:199=74:74\",\"204:204=205:205\"}\nactor SakuShockwaveSpawnerR : SakuShockwaveSpawner{translation \"202:202=171:171\",\"199:199=41:41\",\"204:204=171:171\"}\nactor SakuShockwaveSpawnerO : SakuShockwaveSpawner{translation \"202:202=104:104\",\"199:199=128:128\",\"204:204=104:104\"}\nactor SakuShockwaveSpawnerP : SakuShockwaveSpawner{translation \"202:202=229:229\",\"199:199=232:232\",\"204:204=229:229\"}\n\nactor SakuShockwaveBit\n{\nPROJECTILE\ndamagetype \"Quint_Wave\"\nObituary \"$OB_QUINTROCK\"\n//+FLOORHUGGER\nDamage (6)\nRadius 32\nHeight 8\nSpeed 34\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nQBOP G 10\nQBOP GGG 1 A_FadeOut(0.25)\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor Quint_WaveProtect : PowerProtection\n{\nPowerup.Duration 7\nDamageFactor \"Quint_Wave\", 0.2\n}\n\nactor QuintLeapArmor : BasicArmorPickup\n{\nArmor.Savepercent 75\nArmor.Saveamount 100\n}\n\nactor QuintLeapCrush\n{\nPROJECTILE\ndamagetype \"Quint_Leap\"\nObituary \"$OB_QUINTCRUSH\"\n+DONTBLAST\n+DONTREFLECT\n+THRUGHOST\ndamage (32)\nRadius 28\nHeight 2\nrenderstyle none\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor Quint_LeapWeaken : PowerDamage\n{\nPowerup.Duration 9\nDamageFactor \"Quint_Leap\", 0.5\n}\n\nactor Quint_LeapProtect : PowerProtection\n{\nPowerup.Duration 8\nDamageFactor \"Quint_Leap\", 0.0\n}\n\nactor QuintLeap_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"VivifyDelay6\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/ToadCrush\",\"SoundSlot7\")\ngoto PickupT\nPickupT:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_JAX_CHECK_JUMP)==1,\"PickupT2\")\ngoto PickupT1\nPickupT1:\nTNT1 A 0 ThrustThingZ(0,60,0,0)\nstop\nPickupT2:\nTNT1 A 0 ThrustThingZ(0,100,0,0)\nstop\n}\n}\n\nactor QuintSakuBlastLand : BasicExplosion\n{\nTranslation \"202:202=214:214\",\"199:199=248:248\"\ndamagetype \"Quint_SakuLand\"\nObituary \"$OB_QUINTEXPLODE\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"QuintSakuBlastLandFX\",frandom(0,6),0,-20,frandom(1,3),0,Frandom(2,6),random(0,17)*4,1)\nTNT1 A 0 A_SpawnItemEx(\"QuintSakuBlastLandFX\",frandom(0,6),0,-20,frandom(1,3),0,Frandom(2,6),random(18,35)*4,1)\nTNT1 A 0 A_SpawnItemEx(\"QuintSakuBlastLandFX\",frandom(0,6),0,-20,frandom(1,3),0,Frandom(2,6),random(36,53)*4,1)\nTNT1 A 0 A_SpawnItemEx(\"QuintSakuBlastLandFX\",frandom(0,6),0,-20,frandom(1,3),0,Frandom(2,6),random(54,71)*4,1)\nTNT1 A 0 A_SpawnItemEx(\"QuintSakuBlastLandFX\",frandom(0,6),0,-20,frandom(1,3),0,Frandom(2,6),random(72,89)*4,1)\nTNT1 A 0 A_Explode(8,128,0,0,128)\nTNT1 A 4\nstop\n}\n}\nactor QuintSakuBlastLandB : QuintSakuBlastLand{Translation \"202:202=205:205\",\"199:199=74:74\"}\nactor QuintSakuBlastLandR : QuintSakuBlastLand{Translation \"202:202=171:171\",\"199:199=41:41\"}\nactor QuintSakuBlastLandO : QuintSakuBlastLand{Translation \"202:202=104:104\",\"199:199=128:128\"}\nactor QuintSakuBlastLandP : QuintSakuBlastLand{Translation \"202:202=229:229\",\"199:199=232:232\"}\n\nactor QuintSakuBlastLand2 : QuintSakuBlastLand\n{\ndamagetype \"Quint_SakuLand2\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Explode(12,128,0,0,32)\nTNT1 A 4\nstop\n}\n}\n\nactor QuintSakuBlastLandFX\n{\n+MISSILE\n+DONTBLAST\n+THRUACTORS\n+CLIENTSIDEONLY\n+FLOORCLIP\n+DONTSPLASH\nDamage (0)\nRadius 3\nHeight 3\nSpeed 5\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,\"Debris1\",\"Debris2\",\"Debris3\",\"Debris4\",\"Debris5\")\nDebris1:\nQROC A -1\nwait\nDebris2:\nQROC B -1\nwait\nDebris3:\nQROC C -1\nwait\nDebris4:\nQROC D -1\nwait\nDebris5:\nQROC E -1\nwait\n}\n}\n\nactor QuintSakuAltSpin : BasicExplosion\n{\ndamagetype \"Quint_Spin\"\nObituary \"$OB_SAKUGARNE\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"QuintSakuAltSpinFX\",0,0,8,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"QuintSakuAltSpinFX\",0,0,8,0,0,0,180,1)\nTNT1 A 4 A_Explode(7,64,0,0,64)\nstop\n}\n}\n\nactor QuintSakuAltSpinFX : BasicClientSide\n{\nrenderstyle add\nScale 5.0\nStates\n{\nSpawn:\nQROC H 0 A_SetAngle(angle-5)\nQROC H 0 A_FadeOut(0.08)\nQROC H 1 A_ChangeVelocity(10,0,8,3)\nQROC I 0 A_SetAngle(angle-5)\nQROC I 0 A_FadeOut(0.08)\nQROC I 1 A_ChangeVelocity(10,0,8,3)\nloop\n}\n}\n\nactor SakuRockCrusher : BasicExplosion\n{\nTranslation \"202:202=214:214\",\"199:199=248:248\",\"204:204=215:215\"\nvar int user_A;\nvar int user_R;\ndamagetype \"Quint_Rock\"\nObituary \"$OB_QUINTROCK\"\nReactionTime 24//2\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"misc/hugequake2\",\"Weapon\")\nTNT1 A 0 A_PlaySoundEx(\"misc/hugequake2\",\"Voice\")\nTNT1 A 0 A_Explode(8,128,0,0,128)\nTNT1 A 0 A_SetUserVar(\"user_A\",random(0,179))\nTNT1 A 0 A_SetUserVar(\"user_R\",user_A+180)\nSpawn2:\nTNT1 A 0 A_SpawnItemEx(\"SakuRockCrush\",0,0,0,25,0,5,0+user_A,1)\nTNT1 A 0 A_SpawnItemEx(\"SakuRockCrush\",0,0,0,25,0,5,180+user_A,1)\nTNT1 A 1 A_SpawnItemEx(\"SakuRockCrushFX\",0,0,5,0,random(2,8),random(5,10),random(0,360),1,128)\nTNT1 A 0 A_CountDown\nTNT1 A 0 A_SetUserVar(\"user_A\",user_A+15)\nTNT1 A 0 A_JumpIf(user_A>=user_R,\"Spawn3\")\nloop\nSpawn3:\nTNT1 A 0 A_SetUserVar(\"user_A\",user_A+8)\nTNT1 A 0 A_SetUserVar(\"user_R\",user_R+188)\ngoto Spawn2\nDeath:\nTNT1 AAAA 1 A_SpawnItemEx(\"SakuRockCrushFX\",0,0,5,0,random(2,8),random(5,10),random(0,360),1)\nstop\n}\n}\n\nactor SakuRockCrusherB : SakuRockCrusher{Translation \"202:202=205:205\",\"199:199=74:74\",\"204:204=205:205\"}\nactor SakuRockCrusherR : SakuRockCrusher{Translation \"202:202=171:171\",\"199:199=41:41\",\"204:204=171:171\"}\nactor SakuRockCrusherO : SakuRockCrusher{Translation \"202:202=104:104\",\"199:199=128:128\",\"204:204=104:104\"}\nactor SakuRockCrusherP : SakuRockCrusher{Translation \"202:202=229:229\",\"199:199=232:232\",\"204:204=229:229\"}\n\nactor Quint_RockProtect : PowerProtection\n{\nPowerup.Duration 6\nDamageFactor \"Quint_Rock\", 0.25\n}\n\nactor SakuRockCrush\n{\nPROJECTILE\ndamagetype \"Quint_Rock\"\nObituary \"$OB_QUINTROCK\"\n-NOGRAVITY\n+BOUNCEONFLOORS\n+BOUNCEONWALLS\n+BOUNCEONCEILINGS\n//+ALLOWBOUNCEONACTORS\n+CANBOUNCEWATER\nWALLBOUNCEFACTOR 0.85\nBOUNCEFACTOR 0.85\nBouncecount 3\n\n+THRUSPECIES\n//Species \"DumbQuintRock\"\n//+SHOOTABLE\n//-NOBLOCKMAP\n//+DONTDRAIN\n//+NOTARGETSWITCH\n//+NOPAIN\nHealth 280\n\ngravity 0.5\nDamage (12)\nRadius 18\nHeight 18\nSpeed 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nTNT1 A 1\nTNT1 A 0 A_Jump(256,\"Debris3\",\"Debris4\")\nDebris3:\nTNT1 A 0\nQROC D -1\nDebris4:\nTNT1 A 0\nQROC F -1\nDeath:\nVMFX I 0 A_ChangeFlag(\"NOGRAVITY\",1)\nVMFX III 0 A_SpawnItemEx(\"SakuRockCrushFX\",0,0,5,0,random(-5,5),random(5,8),random(0,360),1)\nVMFX IJK 3 A_Stop\nXMFX D 3 A_Stop\nstop\n}\n}\n\nactor SakuRockCrushFX\n{\n+MISSILE\n+DONTBLAST\n+THRUACTORS\n+CLIENTSIDEONLY\n+FLOORCLIP\n+DONTSPLASH\nDamage (0)//(100)\nRadius 4//32\nHeight 4//32\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,\"Debris1\",\"Debris2\",\"Debris3\",\"Debris4\")\nDebris1:\nQROC A -1\nwait\nDebris2:\nQROC B -1\nwait\nDebris3:\nQROC C -1\nwait\nDebris4:\nQROC E -1\nwait\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"SakuRockCrushFX2\",0,0,20,0,0,0,0,1)\nstop\n}\n}\nactor SakuRockCrushFX2 : BasicClientSide\n{\nScale 2.0\nStates\n{\nSpawn:\nVMFX I 0\nVMFX IJK 2\nXMFX D 2\nstop\n}\n}\n\nactor SakuTrailFX : BasicClientSide\n{\nrenderstyle translucent\nalpha 0.9\nstates\n{\nSpawn:\nQEGA Y 1 A_FadeOut(0.1)\nloop\n}\n}\nactor SakuDashTrailFX : BasicClientSide\n{\nrenderstyle translucent\nalpha 0.9\nstates\n{\nSpawn:\nTNT1 A 1\nQEGA K 1 A_SetTranslucent(0.9,1)\nQEGA K 1 A_SetTranslucent(0.6,0)\nQEGA K 1 A_SetTranslucent(0.8,1)\nQEGA K 1 A_SetTranslucent(0.5,0)\nQEGA K 1 A_SetTranslucent(0.7,1)\nQEGA K 1 A_SetTranslucent(0.4,0)\nstop\n}\n}\n\nactor QShot\n{\nTranslation \"204:204=215:215\"\nPROJECTILE\ndamagetype \"Quint_Shot\"\nObituary \"$OB_QUINTBUSTER\"\n+BRIGHT\nDamage (10)\nradius 5\nheight 5\nSpeed 36\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nW_0B B 1\nwait\nDeath:\nW_0B B 1\nstop\n}\n}\nactor QShotB : QShot{translation \"204:204=205:205\"}\nactor QShotR : QShot{translation \"204:204=171:171\"}\nactor QShotO : QShot{translation \"204:204=104:104\"}\nactor QShotP : QShot{translation \"204:204=229:229\"}\n\nactor QuintMain2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"QuintSakuBlastLand\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"QuintSakuBlastLandB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"QuintSakuBlastLandR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"QuintSakuBlastLandO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"QuintSakuBlastLandP\",0,0,0,0)\ngoto Done\n}\n}\n\nactor QuintMainX_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"SakuShockwaveSpawner\",0,0,0,-16)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"SakuShockwaveSpawnerB\",0,0,0,-16)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"SakuShockwaveSpawnerR\",0,0,0,-16)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"SakuShockwaveSpawnerO\",0,0,0,-16)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"SakuShockwaveSpawnerP\",0,0,0,-16)\ngoto Done\nDone:\nTNT1 A 0 A_TakeInventory(\"BackToTheAmmo\",7,1)\nstop\n}\n}\n\nactor QuintAltX_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"SakuRockCrusher\",0,0,0,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"SakuRockCrusherB\",0,0,0,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"SakuRockCrusherR\",0,0,0,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"SakuRockCrusherO\",0,0,0,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"SakuRockCrusherP\",0,0,0,0)\ngoto Done\n}\n}\n\nactor QuintMain_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"QShot\",0,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"QShotB\",0,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"QShotR\",0,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"QShotO\",0,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"QShotP\",0,0,8,0)\ngoto Done\n}\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan9/MagmaBazookaBoss.txt",
"contents": "actor MagmaBazookaBoss : BaseMM8BDMWep_CBM\n{\ntag \"$TAGC_9G\"\ndropitem \"MagmaBazookaWepCDropped\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nObituary \"$OB_MAGMABAZOOKA\"\nInventory.Pickupmessage \"Korby sucks\"\nweapon.ammotype \"VolcanicBreakfastAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nC_09 G 1\nloop\nReady:\nMAGX D 0 ACS_ExecuteAlways(998,0,DYE_MAGMAMAN)\nMAGX D 0 A_GunFlash(\"Flash.Begin\")\ngoto Ready1\n\nReady1:\nMAGX D 0 A_ClearRefire\nMAGX D 0 A_JumpIfInventory(\"MagmaItemFlag\",1,\"ReigniteStart\")\nMAGX D 0 A_JumpIfInventory(\"MagmaMainCool\",1,\"Ready2\")\nMAGX D 0 A_JumpIfInventory(\"MagmaAltCool\",1,\"Ready3\")\ngoto Ready9\nReady2:\nMAGX D 0 A_JumpIfInventory(\"MagmaAltCool\",1,\"Ready4\")\nMAGX D 1 A_WeaponReady(4)//No Main\ngoto Ready1+1\nReady3:\nMAGX D 1 A_WeaponReady(8)//No Alt\ngoto Ready1+1\nReady4:\nMAGX D 1 A_WeaponReady(12)//No Main/Alt\ngoto Ready1+1\n\nReady9:\nMAGX D 0 A_JumpIfInventory(\"MagmaItemFlag\",1,\"ReigniteStart\")\nMAGX D 1 A_WeaponReady\nloop\n\nDeselect:\nMAGX DDDDDDDDDDDDDDDDDDDDDD 0 A_Lower\nMAGX D 1 A_Lower\nLoop\nSelect:\nMAGX DDDDDDDDDDDDDDDDDDDDDD 0 A_Raise\nMAGX D 1 A_Raise\nLoop\n\nFire:\nMAGX A 0 A_JumpIfInventory(\"MagmaItemFlag\",1,\"FinishIgnitionX\")\nMAGX A 0 A_PlaySoundEx(\"weapon/magmabazooka\",\"Weapon\")\nMAGX A 0 A_GiveInventory(\"MagmamanMain_P\",1)\nMAGX A 0 A_GiveInventory(\"MagmaMainCool_RC\",1)\nMAGX A 0 A_JumpIfInventory(\"MagmaAltCool\",1,\"FireX\")\nMAGX A 0 A_GiveInventory(\"MagmaMainFlag\",1)\nMAGX E 1 A_WeaponReady(WRF_NOPRIMARY)\nMAGX A 0 A_GiveInventory(\"MagmaMainFlag\",1)\nMAGX E 1 A_WeaponReady(WRF_NOPRIMARY)\nMAGX E 0 A_GiveInventory(\"MagmaMainFlag\",1)\nMAGX F 1 A_WeaponReady(WRF_NOPRIMARY)\nMAGX F 0 A_GiveInventory(\"MagmaMainFlag\",1)\nMAGX F 1 A_WeaponReady(WRF_NOPRIMARY)\nMAGX F 0 A_TakeInventory(\"MagmaMainFlag\",99)\ngoto Ready1\n\nFireX:\nMAGX E 0 A_GiveInventory(\"MagmaMainFlag\",1)\nMAGX E 1\nMAGX E 0 A_JumpIfInventory(\"MagmaAltCool\",1,\"FireX.a\")\ngoto Fire+7\nFireX.a:\nMAGX E 0 A_GiveInventory(\"MagmaMainFlag\",1)\nMAGX E 1\nMAGX E 0 A_JumpIfInventory(\"MagmaAltCool\",1,\"FireX.b\")\ngoto Fire+9\nFireX.b:\nMAGX F 0 A_GiveInventory(\"MagmaMainFlag\",1)\nMAGX F 1\nMAGX F 0 A_JumpIfInventory(\"MagmaAltCool\",1,\"FireX.c\")\ngoto Fire+11\nFireX.c:\nMAGX F 1 A_TakeInventory(\"MagmaMainFlag\",99)\ngoto Ready1\n\nAltfire:\nMAGX D 0 A_JumpIfInventory(\"MagmaItemFlag\",1,\"FinishIgnitionX\")\nMAGX D 0 A_GiveInventory(\"MagmaAltCool_RC\",1)\nMAGX D 0 A_GiveInventory(\"MagmaAltFlag\",1)\nMAGX D 0 A_JumpIfInventory(\"MagmaMainFlag\",1,\"AltfireX\")\nGoto Ready1\nAltfireX:\nMAGX E 0 A_JumpIfInventory(\"MagmaMainFlag\",4,6)\nMAGX F 0 A_JumpIfInventory(\"MagmaMainFlag\",3,4)\nMAGX F 0 A_JumpIfInventory(\"MagmaMainFlag\",2,2)\nMAGX E 1\nMAGX E 1\nMAGX F 1\nMAGX F 1\nMAGX F 0 A_TakeInventory(\"MagmaMainFlag\",99)\ngoto Ready1\n\nFlash.Begin:\nMAGX A 4\ngoto Flash\nFlash:\nMAGX A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nMAGX A 0 A_JumpIfInventory(\"MagmaAltFlag\",1,\"Flash.FireRight\")\nMAGX A 1 A_GiveInventory(\"MagmamanFlashState_P\",1)\nloop\nFlash.FireRight:\nMAGX A 0 A_PlaySoundEx(\"weapon/magmabazooka\",\"Weapon\")//SoundSlot7\nMAGX A 0 A_GiveInventory(\"MagmaAltCool\",34)\nMAGX A 0 A_GiveInventory(\"MagmamanAlt_P\",1)\nMAGX C 0 //A_JumpIfInventory(\"PowerRage_ST\",1,2)\nMAGX CCBB 1 //A_GiveInventory(\"MagmamanFlashState_P\",1)\nMAGX B 0 A_TakeInventory(\"MagmaAltFlag\",1)\nGoto Flash\n\nReigniteStart:\n//MAGX D 0 SetPlayerProperty(0,1,0)\nMAGX D 0 A_GiveInventory(\"PowerMagma\",1)\nMAGX D 0 A_GiveInventory(\"MagmaIgniteFlag\",1)\nMAGX D 0 A_GiveInventory(\"MagmaIgnitePower\")\nMAGX D 0 A_GiveInventory(\"GuardUpFlag\")\ngoto Reignite\nReignite:\nMAGX D 0 A_GiveInventory(\"MagmaIgniteFX_P1\",1)\nMAGX D 1 A_WeaponReady(2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"cbm_HealthDamageRage\",0,14)\nMAGX D 0 A_GiveInventory(\"MagmaIgniteFX_P2\",1)\nMAGX D 1 A_WeaponReady(2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"cbm_HealthDamageRage\",0,14)\nMAGX D 0 A_GiveInventory(\"MagmaRecharge_RC\",1)\nTNT1 A 0 A_FireCustomMissile(\"MagmaShield\",0,0,0,0)\nMAGX D 0 A_JumpIfInventory(\"VolcanicBreakfastAmmo\",48,\"FinishIgnition\")\nMAGX D 0 A_JumpIfInventory(\"MagmaItemFlag\",1,\"Reignite\")\ngoto FinishIgnition\nFinishIgnitionX:\nMAGX D 0 A_PlaySoundEx(\"item/ItemUseMM9\",\"SoundSlot7\")\nFinishIgnition:\nMAGX D 0 A_TakeInventory(\"GuardUpFlag\")\nMAGX D 0 A_TakeInventory(\"MagmaIgnitePower\")\n//MAGX D 0 SetPlayerProperty(0,0,0)\nMAGX D 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Body\")\nMAGX D 0 A_TakeInventory(\"MagmaItemFlag\",99)\nMAGX D 0 A_TakeInventory(\"MagmaIgniteFlag\",99)\nMAGX A 0 A_TakeInventory(\"PowerMagma\",1)\ngoto Ready1\n\n}\n}\n\nactor VolcanicBreakfastAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 48\n+INVENTORY.IGNORESKILL\n}\n\nactor MagmamanSoundDelay : Powerup\n{\npowerup.duration 7\n}\n\nactor MagmaMainCool : Inventory\n{\ninventory.amount 1\ninventory.maxamount 34\n}\nactor MagmaAltCool : Inventory\n{\ninventory.amount 1\ninventory.maxamount 34\n}\n\nactor MagmaMainFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 4\n}\n\nactor PowerMagma : PowerSpeed\n{\nSpeed 0.25\n}\n\nactor MagmaAltFlag :OnceC{}\n\nactor MagmaItemflag :OnceC{}\nactor MagmaIgniteFlag :OnceC{}\n\nactor MagmaIgnitePower : BasePowerPro\n{\ndamagefactor \"Normal\", 0.80\n}\n\nActor MagmaMunchArmor : BasicArmorBonus\n{\n armor.maxsaveamount 75\n armor.savepercent 25.001\n armor.saveamount 5\n states\n {\n Spawn:\n TNT1 A 1 //A_GiveToTarget(\"SaturnArmorFlag\",1)\n loop\n }\n}\n\nactor MagmaIgnition : BasicClassItem\n{\ninventory.icon \"MGMASI\"\ninventory.pickupmessage \"Try some Volvic water Tyrannosaurus Alan!\"\nTag \"Recharge Magma\"\nstates\n{\nSpawn:\nMAGX Z 1\nloop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"VolcanicBreakfastAmmo\",48,\"No\")\nTNT1 A 0 A_PlaySoundEx(\"item/ItemUseMM9\",\"SoundSlot7\")\nTNT1 A 0 A_JumpIfInventory(\"MagmaItemFlag\",1,\"Use2\")\nTNT1 A 0 A_GiveInventory(\"MagmaItemFlag\",1)\nfail\nUse2:\nTNT1 A 0 A_TakeInventory(\"MagmaItemFlag\",99)\nfail\n}\n}\n\nactor MagmamanFlashState_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_TakeInventory(\"MagmaMainCool\",1)\nTNT1 A 0 A_TakeInventory(\"MagmaAltCool\",1)\nTNT1 A 0 A_JumpIfInventory(\"BasicArmor\",1,\"PickupFX\")\nstop\nPickupR:\nTNT1 A 0 A_TakeInventory(\"MagmaMainCool\",2)\nTNT1 A 0 A_TakeInventory(\"MagmaAltCool\",2)\nTNT1 A 0 A_JumpIfInventory(\"BasicArmor\",1,\"PickupFX\")\nstop\nPickupFX:\nHEAP S 0 A_SpawnItemEx(\"MagmamanBitFX\",random(12,24),0,random(50,60),frandom(-1,1),0,frandom(0,2),random(0,359),1)\nstop\n}\n}\n\nactor MagmaShield : BasicExplosion\n{\nObituary \"$OB_MAGMABAZOOKA2\"\ndamagetype \"FireSpin\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 4 A_Explode(4,80,0,0,20)\nstop\n}\n}\n\nactor MagmamanMain_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"VolcanicBreakfastAmmo\",4,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"MagmamanMain1_CI\",1)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"MagmamanMain2_CI\",1)\nstop\n}\n}\nactor MagmamanAlt_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"VolcanicBreakfastAmmo\",4,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"MagmamanAlt1_CI\",1)\nstop\nPickup2:\nTNT1 A 0 A_GiveInventory(\"MagmamanAlt2_CI\",1)\nstop\n}\n}\n\nactor MagmaRecharge_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 //ACS_NamedExecuteAlways(\"cbm_HealthDamageRage\",0,14)\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"VolcanicBreakfastAmmo\",1)\nstop\nPickupR:\nTNT1 A 0 A_GiveInventory(\"VolcanicBreakfastAmmo\",2)\nstop\n}\n}\n\nactor MagmaMainCool_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"MagmaMainCool\",34)\ngoto PickupR\nPickupR:\nTNT1 A 0 A_GiveInventory(\"MagmaMainCool\",17)\nstop\n}\n}\nactor MagmaAltCool_RC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"PowerRage_ST\",1,\"PickupR\")\nTNT1 A 0 A_GiveInventory(\"MagmaAltCool\",1)\ngoto PickupR\nPickupR:\nTNT1 A 0 A_GiveInventory(\"MagmaAltCool\",1)\nstop\n}\n}\n\nactor MagmaBazookaB1\n{\nTranslation \"192:192=248:248\", \"198:198=[208,32,32]:[208,32,32]\"\nPROJECTILE\nObituary \"$OB_MAGMABAZOOKA\"\ndamagetype \"MagmaM_Shot1\"\n+BRIGHT\nDamage (7)\nRadius 10\nHeight 10\nSpeed 32\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nX_9G ABCDEF 2\nloop\nDeath:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"CBM_OilPitIgnite\")\nstop\n}\n}\n\nactor MagmaBazookaB1B : MagmaBazookaB1{translation \"192:192=205:205\", \"198:198=74:74\"}\nactor MagmaBazookaB1R : MagmaBazookaB1{translation \"192:192=171:171\", \"198:198=41:41\"}\nactor MagmaBazookaB1O : MagmaBazookaB1{translation \"192:192=104:104\", \"198:198=128:128\"}\nactor MagmaBazookaB1P : MagmaBazookaB1{translation \"192:192=229:229\", \"198:198=232:232\"}\n\nactor MagmaBazookaB2 : MagmaBazookaB1\n{\ndamagetype \"MagmaM_Shot2\"\nDamage (14)\nRadius 20\nHeight 20\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"BULL_Tidifier\", 0)\nSpawnLOOP:\nX_9G GHIJKL 2\nloop\nDeath:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"CBM_OilPitIgnite\")\nstop\n}\n}\n\nactor MagmaBazookaB2B : MagmaBazookaB2{translation \"192:192=205:205\", \"198:198=74:74\"}\nactor MagmaBazookaB2R : MagmaBazookaB2{translation \"192:192=171:171\", \"198:198=41:41\"}\nactor MagmaBazookaB2O : MagmaBazookaB2{translation \"192:192=104:104\", \"198:198=128:128\"}\nactor MagmaBazookaB2P : MagmaBazookaB2{translation \"192:192=229:229\", \"198:198=232:232\"}\n\nactor MagmamanBitFX : BasicClientSide\n{\nTranslation \"192:192=220:220\", \"198:198=46:46\"\n+BRIGHT\nalpha 0.75\nscale 0.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,1,3,5,7)\nMAGX R 1 ThrustThingZ(0,random(1,3),0,1)\nMAGX R 1 A_FadeOut(0.05)\nMAGX S 1 ThrustThingZ(0,random(1,3),0,1)\nMAGX S 1 A_FadeOut(0.05)\nMAGX T 1 ThrustThingZ(0,random(1,3),0,1)\nMAGX T 1 A_FadeOut(0.05)\nMAGX U 1 ThrustThingZ(0,random(1,3),0,1)\nMAGX U 1 A_FadeOut(0.05)\ngoto Spawn+2\n}\n}\n\nactor MagmamanBitFX2 : MagmamanBitFX\n{\nalpha 0.875\nScale 1.0\n}\n\nactor MagmaIgniteFX_P1 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MagmamanSoundDelay\",1,\"Pickup2\")\nTNT1 A 0 A_PlaySoundEx(\"weapon/MagmaMode\",\"Body\")\nTNT1 A 0 A_GiveInventory(\"MagmamanSoundDelay\",1)\ngoto Pickup2\nPickup2:\nTNT1 A 0 A_SpawnItemEx(\"MagmaIgniteFX1\",0,0,0,momx,momy,0,0,9)\nstop\n}\n}\n\nactor MagmaIgniteFX_P2 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MagmamanSoundDelay\",1,\"Pickup2\")\nTNT1 A 0 A_PlaySoundEx(\"weapon/MagmaMode\",\"Body\")\nTNT1 A 0 A_GiveInventory(\"MagmamanSoundDelay\",1)\ngoto Pickup2\nPickup2:\nTNT1 A 0 A_SpawnItemEx(\"MagmaIgniteFX2\",0,0,0,momx,momy,0,0,9)\nstop\n}\n}\n\nactor MagmaIgniteFX1 : BasicExplosion\n{\n+NOTIMEFREEZE\n+BRIGHT\nScale 2.5\nStates\n{\nSpawn:\nHEAP S 0\nHEAP SSS 0 A_SpawnItemEx(\"MagmamanBitFX\",random(12,24),0,random(50,60),frandom(-1,1),0,frandom(0,2),random(0,359),1)\nHEAP S 1\nstop\n}\n}\n\nactor MagmaIgniteFX2 : MagmaIgniteFX1\n{\nStates\n{\nSpawn:\nHEAP T 0\nHEAP TTT 0 A_SpawnItemEx(\"MagmamanBitFX\",random(12,24),0,random(50,60),frandom(-1,1),0,frandom(0,2),random(0,359),1)\nHEAP T 1\nstop\n}\n}\n\nactor MagmamanMain1_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1\",-12,0,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1B\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1B\",-12,0,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1R\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1R\",-12,0,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1O\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1O\",-12,0,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1P\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1P\",-12,0,-8,0)\ngoto Done\n}\n}\n\nactor MagmamanMain2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2\",-15,0,-8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2B\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2B\",-15,0,-8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2R\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2R\",-15,0,-8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2O\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2O\",-15,0,-8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2P\",0,0,-8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2P\",-15,0,-8,0)\ngoto Done\nDone:\nTNT1 A 0 A_TakeInventory(\"VolcanicBreakfastAmmo\",4,1)\nstop\n}\n}\n\nactor MagmamanAlt1_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1\",12,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1B\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1B\",12,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1R\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1R\",12,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1O\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1O\",12,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1P\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB1P\",12,0,8,0)\ngoto Done\n}\n}\n\nactor MagmamanAlt2_CI : TeamColor_CI\n{\nstates\n{\nFireX:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2\",15,0,8,0)\ngoto Done\nFireB:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2B\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2B\",15,0,8,0)\ngoto Done\nFireR:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2R\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2R\",15,0,8,0)\ngoto Done\nFireO:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2O\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2O\",15,0,8,0)\ngoto Done\nFireP:\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2P\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"MagmaBazookaB2P\",15,0,8,0)\ngoto Done\nDone:\nTNT1 A 0 A_TakeInventory(\"VolcanicBreakfastAmmo\",4,1)\nstop\n}\n}"
}
]
},
"maps": []
}