Raw model (for completeness)
{
"meta": {
"id": "0cc4ded8-f876-4b3d-b02b-87ba3b31f38a",
"sha1": "00952e93a87562172df52da100cd8ec5357d7dde",
"sha256": "3c15314a5d6f9157ee1d8f303432172cf2289e901bd22f1107348d9cc50c3298",
"filenames": [
"themod-v1beta.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2015-09-07 13:11:48",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2015-09-07 13:11:48",
"file": {
"type": "PK3",
"size": 9009729,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/00952e93a87562172df52da100cd8ec5357d7dde/00952e93a87562172df52da100cd8ec5357d7dde.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 2589,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "SBARINFO.H.txt",
"contents": "//HORIZONTAL BARS\nstatusbar normal, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawbar \"VARHEALT\", \"VAREMPTY\", Health, horizontal, 130, 184;\n\tInInventory LightTeamFlag, 1 {DrawImage \"LBARH\", 130, 179;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"WBARH\", 130, 179;}\n\tInInventory CossackTeamFlag, 1 {DrawImage \"CBARH\", 130, 179;}\n\tInInventory KingTeamFlag, 1 {DrawImage \"KBARH\", 130, 179;}\n}\n\n//InInventory DualBusterEnergy, 1{Drawbar\"VARENERG\", \"VAREMPTY\", DualBusterEnergy, horizontal, 58, 184;}\nInInventory BasicArmor, 1 {DrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;}\n\nInInventory not NoIcons, 1\n{\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 50, 184;\n}\n\nInInventory HasFreeziaSlow, 1 {DrawImage \"FREZSLW\", 300, 12;}\n\n//MM1 Bars\nIsSelected RollingCutterWepTM {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected RollingCutterWepTMB {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SuperArmWepTM {Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected SuperArmWepTMB {Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceSlasherWepTM {Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected IceSlasherWepTMB {Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HyperBombWepTM {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected HyperBombWepTMB {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FireStormWepTM {Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected FireStormWepTMB {Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBeamWepTM {Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected ThunderBeamWepTMB {Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeSlowWepTM {DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected TimeSlowWepTMB {DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected OilSliderWepTM {DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory OilCheck, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 58, 184;}}\n\t\tIsSelected OilSliderWepTMB {DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory OilCheck, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 58, 184;}}\n\n//MM2\nIsSelected MetalBladeWepTM {Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected MetalBladeWepTMB {Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AirShooterWepTM {Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected AirShooterWepTMB {Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BubbleLeadWepTM {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected BubbleLeadWepTMB {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected QuickBoomerangWepTM {Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected QuickBoomerangWepTMB {Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrashBombWepTM {Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected CrashBombWepTMB {Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeStopperWepTM {Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AtomicFireWepTM {Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory WeaponCharge, 71 {DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\t\tIsSelected AtomicFireWepTMB {Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\t\t\tInInventory WeaponCharge, 71 {DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LeafShieldWepTM {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory LeafShieldFlag {DrawBar \"VARAMMO1\", \"VAREMPTY\", LeafShieldFlag, horizontal, 204, 184;}}\n\t\tIsSelected LeafShieldWepTMB {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\t\t\tInInventory LeafShieldFlag {DrawBar \"VARAMMO1\", \"VAREMPTY\", LeafShieldFlag, horizontal, 204, 184;}}\n\n//MM3\nIsSelected NeedleCannonWepTM {Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected NeedleCannonWepTMB {Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagnetMissileWepTM {Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected MagnetMissileWepTMB {Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GeminiLaserWepTM {Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected GeminiLaserWepTMB {Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HardKnuckleWepTM {Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected HardKnuckleWepTMB {Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TopSpinWepTM {Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected TopSpinWepTMB {Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SearchSnakeWepTM {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected SearchSnakeWepTMB {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SparkShockWepTM {Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected SparkShockWepTMB {Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ShadowBladeWepTM {Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected ShadowBladeWepTMB {Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM4\nIsSelected FlashStopperWepTM {Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected FlashStopperWepTMB {Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RainFlushWepTM {Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected RainFlushWepTMB {Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DrillBombWepTM {Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected DrillBombWepTMB {Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PharaohShotWepTM {Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory WeaponCharge, 78 {DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\t\tIsSelected PharaohShotWepTMB {Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\t\t\tInInventory WeaponCharge, 78 {DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RingBoomerangWepTM {Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected RingBoomerangWepTMB {Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DustCrusherWepTM {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected DustCrusherWepTMB {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DiveMissileWepTM {Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected DiveMissileWepTMB {Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SkullBarrierWepTM {Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SkullBarrierWepTMB {Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM5\nIsSelected GravityHoldWepTM {Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected GravityHoldWepTMB {Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterWaveWepTM {Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected WaterWaveWepTMB {Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PowerStoneWepTM {Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected PowerStoneWepTMB {Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GyroAttackWepTM {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected GyroAttackWepTMB {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected StarCrashWepTM {Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\t\tIsSelected StarCrashWepTMB {Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ChargeKickWepTM {Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected ChargeKickWepTMB {Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NapalmBombWepTM {Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected NapalmBombWepTMB {Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrystalEyeWepTM {Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected CrystalEyeWepTMB {Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM6\nIsSelected BlizzardAttackWepTM {Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected BlizzardAttackWepTMB {Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CentaurFlashWepTM {Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected CentaurFlashWepTMB {Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameBlastWepTM {Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected FlameBlastWepTMB {Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected KnightCrushWepTM {Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected KnightCrushWepTMB {Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PlantbarrierWepTM {Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\t\tIsSelected PlantbarrierWepTMB {Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SilverTomahawkWepTM {Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected SilverTomahawkWepTMB {Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WindStormWepTM {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected WindStormWepTMB {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected YamatoSpearWepTM {Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected YamatoSpearWepTMB {Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM7\nIsSelected FreezeCrackerWepTM {Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected FreezeCrackerWepTMB {Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JunkShieldWepTM {Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\t\tIsSelected JunkShieldWepTMB {Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory ShieldCheck, 1 {DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected DangerWrapWepTM {Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected DangerWrapWepTMB {Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBoltWepTM {Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected ThunderBoltWepTMB {Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WildCoilWepTM {Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 23 {DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\t\tIsSelected WildCoilWepTMB {Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory WeaponCharge, 23 {DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SlashClawWepTM {Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected SlashClawWepTMB {Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NoiseCrushWepTM {Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 1 {DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\t\tIsSelected NoiseCrushWepTMB {Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory WeaponCharge, 1 {DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ScorchWheelWepTM {Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCount, 1 {DrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 58, 184;}}\n\t\tIsSelected ScorchWheelWepTMB {Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory WheelCount, 1 {DrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 58, 184;}}\n\n//MM8\nIsSelected MegaBallWepTM {Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected MegaBallWepTMB {Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoHoldWepTM {Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected TornadoHoldWepTMB {Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AstroCrushWepTM {Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected AstroCrushWepTMB{Drawbar\"BASSAS8V\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FlameSwordWepTM {Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected FlameSwordWepTMB {Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderClawWepTM {Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected ThunderClawWepTMB {Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HomingSniperWepTM {Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 17 {DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\t\tIsSelected HomingSniperWepTMB{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\tInInventory WeaponCharge, 17 {DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected IceWaveWepTM {DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected IceWaveWepTMB {DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlashBombWepTM {Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected FlashBombWepTMB {Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterBalloonWepTM {Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected WaterBalloonWepTMB {Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMB\nIsSelected TenguBladeWepTM {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected TenguBladeWepTMB{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CopyVisionWepTM {Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected CopyVisionWepTMB{Drawbar\"BASSASTV\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected LightningBoltWepTM {Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected LightningBoltWepTMB{Drawbar\"BASSDYNV\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected IceWallWepTM {Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected IceWallWepTMB{Drawbar\"BASSCOLV\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SpreadDrillWepTM {DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected SpreadDrillWepTMB{DrawBar\"BASSGROV\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected RemoteMineWepTM {Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected RemoteMineWepTMB{Drawbar\"BASSPIRV\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WaveBurnerWepTM {Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected WaveBurnerWepTMB{Drawbar\"BASSBURV\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected MagicCardWepTM {Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tIsSelected MagicCardWepTMB{Drawbar\"BASSMAGV\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TrebleBoostTM {Drawbar\"VARAMM59\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMK\nIsSelected SakugarneWepTM {Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MirrorBusterWepTM {Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory MirrorBusterFlag, 1 {DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 58, 184;}}\nIsSelected ScrewCrusherWepTM {Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BalladeCrackerWepTM {Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//Assists\nInInventory RushJetCounter, 5 {DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1 {DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1 {InInventory IsUnderWater, 1{\n\tInInventory RushMarineCounter, 5 {DrawImage \"RUSHO0\", 290,8;}\n\tInInventory RushMarineCounter, 1 {DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1 {DrawImage \"RUSHP0\", 290,8;}}\nInInventory BeatCallCheck, 1 {DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5 {DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1 {DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1 {DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1 {DrawImage \"FBLIND\", -30,-20;}\nInInventory EnergyBalancerActive, 1 {DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1 {DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\nInInventory BossHealth2, 1 {DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth2, horizontal, 202, 184;}\nInInventory BossHealth3, 1 {DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth3, horizontal, 202, 184;}\nInInventory BossHealth4, 1 {DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth4, horizontal, 202, 184;}\nInInventory BossHealth5, 1 {DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth5, horizontal, 202, 184;}\nInInventory BossHealth6, 1 {DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth6, horizontal, 202, 184;}\nInInventory BossHealth7, 1 {DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth7, horizontal, 202, 168;}\nInInventory EvilRobotShield, 1 {DrawBar \"VARAMM32\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\n\n//The Mod\n//Duo\nInInventory IAmDuoFlag, 1 {DrawBar \"DUOVARTM\", \"VAREMPTY\", DuoTMAmmo, horizontal, 58, 184;}\n\n//Copyweps TM//\n\nIsSelected LLaserWep {Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThisWayWep {Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LauncherWep {Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RFMissileWep {Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HarpNoteWep {Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BombRainWep {DrawBar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NuclearTackleWep {DrawBar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RainbowLaserWep {DrawBar \"VARFLS1\", \"BAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WeafShieldWep{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HellWheelWepTM {Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, horizontal, 16, 8;}\nIsSelected HellWheelWepTMB {Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, horizontal, 16, 8;}\nIsSelected RaveBeamWep {Drawbar\"RAVEVAR\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BlueShellWep {Drawbar\"BLSHVAR\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AquaClusterWep {Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MissileWep {Drawbar\"MISLVAR\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\nIsSelected ToyDropperWep {DrawBar \"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BoostPowerWep {Drawbar \"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PharaohWaveWep {Drawbar \"VARAMM64\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BoulderTossWep {Drawbar \"VARAMM62\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WSprintWep {Drawbar \"VARAMM63\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DragonGun {Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ChallengePissWep {Drawbar\"VARAMM60\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BlingStormWep {Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\nInInventory IsWeedMan\n{\nDrawBar \"VARAMM15\", \"VAREMPTY\", R41NB0W3N3RGY, horizontal, 58, 184;\n\tInInventory WeedShieldFlag {DrawBar \"VARAMMO1\", \"VAREMPTY\", WeedShieldFlag, horizontal, 204, 184;}\n}\n\nIsSelected HellWheelWepTM\n\t{\n\tDrawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory GoHellWheel, 1\n\t{\n\tDrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\n//Dimpsy\nIsSelected DrillArm{Drawbar\"VARAMMO1\", \"VAREMPTY\", DrillAmmo, horizontal, 58, 184;}\nIsSelected DrillArm{Drawbar\"VARAMM23\", \"VAREMPTY\", DrillAmmo2, horizontal, 58, 176;}\nIsSelected SEGAPower {Drawbar\"VARAMM18\", \"VAREMPTY\", SEGAAmmo, horizontal, 58, 184;}\nIsSelected SEGAPower {Drawbar\"VARAMM10\", \"VAREMPTY\", SEGAAmmo2, horizontal, 58, 176;}\nIsSelected KiBlast {Drawbar\"VARAMM24\", \"VAREMPTY\", KiCharge, horizontal, 58, 184;}\nIsSelected KiBlast {Drawbar\"VARAMM15\", \"VAREMPTY\", GokuAmmo, horizontal, 58, 176;}\n\n//Boost Train\nIsSelected BoostPower {DrawBar \"VARAMM12\", \"VAREMPTY\", BoostAmmo, horizontal, 58, 184;}\nIsSelected BoostPower2 {DrawBar \"VARAMM12\", \"VAREMPTY\", BoostAmmo, horizontal, 58, 184;}\n\n//ToyMaker\nIsSelected ToyMakerWep1 {DrawImage \"TMWPX0\", 157,180;}\nIsSelected ToyMakerWep2 {DrawImage \"TMWPY0\", 157,180;}\nIsSelected ToyMakerWep3 {DrawImage \"TMWPZ0\", 157,180;}\n\n//CopyFighter\nIsSelected CharlieWep {DrawImage \"SFA3HUD\", 35,36;}\nIsSelected FeliciaWep {DrawImage \"FELIHUD\", 35,36;}\nIsSelected PeachWep {DrawImage \"SMB2HUD\", 35,36;}\nIsSelected FangWep {DrawImage \"FANGHUD\", 35,36;}\nIsSelected TerryWep {DrawImage \"TRRYHUD\", 35,36;}\nIsSelected TailsWep {DrawImage \"TAILHUD\", 35,36;}\n\n//Sal\nIsSelected PsychicPower{Drawbar\"PPWRVAR\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nInInventory PsybeamAttack{Drawbar \"PBEAMVAR\", \"VAREMPTY\", PsybeamEnergy, horizontal, 130, 192;}\nIsSelected DarkPower{Drawbar \"DPWRVAR\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nInInventory FeintAttack{Drawbar \"FATKVAR\", \"VAREMPTY\", FeintAttackEnergy, horizontal, 130, 192;}\n\n//RedMage\nIsSelected RedMageDiaraWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageFiraWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageAeroraWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageBlizzaraWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageSlowWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageWateraWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageThundaraWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageBlinkWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\n//IsSelected RedMageProtectWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageTemperWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\nIsSelected RedMageFocusWep {DrawBar \"MANAVAR\", \"VAREMPTY\", Ammo1, horizontal,58,184;}\n\n//Sergeant John\nIsSelected MultiMissile1Wep {Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MultiMissile1Wep {Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo2, horizontal, 58, 176;}\n\tInInventory MultiMissilePowerup {DrawImage\"SLOTX0\", 288,30;}\n\n//Rin\nInInventory IsRin, 1\n{ //Yay for original-ism!\nDrawImage Translatable \"RINSBRT\", 0, 14;\nDrawSelectedInventory INDEXFONT, 57, 39, 55, 40, White;\n//Status\nInInventory SmashFlag, 1 {DrawImage \"RINSTS2\", 0, 14;}\nInInventory Not SmashFlag, 1 {DrawImage \"RINSTS1\", 0, 14;}\n//Health Bar\nDrawBar \"RINHBARF\", \"RINHBARE\", Health, horizontal, 38, 18;\n//HP Numbers\nDrawNumber 4, RINFONT, UNTRANSLATED, Health, 62, 18;\nInInventory RinLowHP, 1 {InInventory Not IsDead, 1 {DrawImage \"RINLHP1\", 25, 17;}}\n//UU Charge Bar\nDrawBar \"RINABARF\", \"RINABARE\", UltUppercutCharge, horizontal, 38, 29;\n//Ult. Uppercut Charge Numbers\nDrawNumber 2, RINFONT2, UNTRANSLATED, UltUppercutCharge, 50, 29;\nInInventory UltUppercutCharge, 1 {DrawImage \"RINUPC1\", 25, 28;}\nInInventory UltUppercutCharge, 80 {DrawImage \"RINUPC2\", 25, 28;}\n//Weapon Numbers\nIsSelected RinSet1 {DrawImage \"RINHP1\", 39, 39;}\nIsSelected RinSet2 {DrawImage \"RINHP2\", 39, 39;}\n//Final Smash Icon\nInInventory SmashFlag, 1 {DrawImage \"RINSSBL\", 71, 39;}\n//Aerial Moves\nInInventory NoAerials, 1 {DrawImage \"ARLMVSN\", 27, 41;}\nInInventory Not NoAerials, 1 {DrawImage \"ARLMVSY\", 27, 41;}\n}\n\n//===ZOMO CLASS STUFF===//\n\nIsSelected ZomoBNWep\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory NormalFlag, 1{DrawImage \"NORMI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepF\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory FireFlag, 1{DrawImage \"FRICI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepA\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory AquaFlag, 1{DrawImage \"AQICI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepE\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory ElecFlag, 1{DrawImage \"ELICI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepW\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory WoodFlag, 1{DrawImage \"WDICI0\", 258, 56;}\n}\n\nInInventory BNFlag\n{\nDrawbar \"CUSTFULL\", \"CUSTBAR\", CustomAmmo, horizontal, 120, 18;\nInInventory CustomAmmo, 350\n{DrawBar \"CSTFULL2\", \"CUSTBAR\", CustomAmmo, horizontal, 120, 18;}\n}\n\n//Protoman\nIsSelected PrototoBusterTM{Drawbar\"VARAMMO1\", \"VAREMPTY\", NuclearAmmo, horizontal, 58, 184;}\nInInventory BeatShieldActivated, 1 {DrawImage \"BTSHJ0\", 25,20;}\nInInventory ProtoBigBang, 1 {DrawImage \"PCBBA0\", 10,20;}\n\n//Captain Falcon\nIsSelected CaptainFalconWep1 {DrawImage \"CFLCY0\", 35,36;}\nIsSelected CaptainFalconWep2 {DrawImage \"CFLCX0\", 35,36;}\nInInventory BlueFalconFlag {DrawImage \"CFLCZ0\", 35,63;}\nIsSelected CaptainFalconWep3 {DrawImage \"CFLCW0\", 35,36;}\n\n//Blews\nIsSelected BlewsBuster{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\nDrawbar\"VARAMM51\", \"VAREMPTY\", BlewsEnergy2, horizontal, 58, 168;}\n\nIsSelected RNGHammerWep\n{\nInInventory RNGHammer1SBAR {DrawImage \"RNG1A0\", 160, 10;}\nInInventory RNGHammer2SBAR {DrawImage \"RNG2A0\", 160, 10;}\nInInventory RNGHammer3SBAR {DrawImage \"RNG3A0\", 160, 10;}\nInInventory RNGHammer4SBAR {DrawImage \"RNG4A0\", 160, 10;}\nInInventory RNGHammer5SBAR {DrawImage \"RNG5A0\", 160, 10;}\nInInventory RNGHammer6SBAR {DrawImage \"RNG6A0\", 160, 10;}\nInInventory RNGHammer7SBAR {DrawImage \"RNG7A0\", 160, 10;}\nInInventory RNGHammer8SBAR {DrawImage \"RNG8A0\", 160, 10;}\nInInventory RNGHammer9SBAR {DrawImage \"RNG9B0\", 160, 10;}\n}\n}"
},
{
"source": "pk3",
"name": "SBARINFO.V.txt",
"contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 8;\n\tInInventory LightTeamFlag, 1 {DrawImage \"LBAR\", 24, 3;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"WBAR\", 24, 3;}\n\tInInventory CossackTeamFlag, 1 {DrawImage \"CBAR\", 24, 3;}\n\tInInventory KingTeamFlag, 1 {DrawImage \"KBAR\", 24, 3;}\n}\n\n//InInventory DualBusterEnergy, 1{Drawbar\"BARENERG\", \"BAREMPTY\", DualBusterEnergy, vertical, 16, 8;}\nInInventory BasicArmor, 1 {DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\nInInventory not NoIcons, 1\n{\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n}\n\nInInventory HasFreeziaSlow, 1 {DrawImage \"FREZSLW\", 200, 2;}\n\n//MM1 Bars\nIsSelected RollingCutterWepTM {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected RollingCutterWepTMB {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SuperArmWepTM {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected SuperArmWepTMB {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceSlasherWepTM {Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected IceSlasherWepTMB {Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HyperBombWepTM {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected HyperBombWepTMB {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FireStormWepTM {Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected FireStormWepTMB {Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBeamWepTM {Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected ThunderBeamWepTMB {Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeSlowWepTM {DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected TimeSlowWepTMB {DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected OilSliderWepTM {DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\tIsSelected OilSliderWepTMB {DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected MetalBladeWepTM {Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected MetalBladeWepTMB {Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AirShooterWepTM {Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected AirShooterWepTMB {Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BubbleLeadWepTM {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected BubbleLeadWepTMB {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected QuickBoomerangWepTM {Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected QuickBoomerangWepTMB {Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrashBombWepTM {Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected CrashBombWepTMB {Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeStopperWepTM {Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AtomicFireWepTM {Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory WeaponCharge, 71 {DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected AtomicFireWepTMB {Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory WeaponCharge, 71 {DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LeafShieldWepTM {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory LeafShieldFlag {DrawBar \"BARAMMO1\", \"BAREMPTY\", LeafShieldFlag, vertical, 8, 8;}}\n\tIsSelected LeafShieldWepTMB {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory LeafShieldFlag {DrawBar \"BARAMMO1\", \"BAREMPTY\", LeafShieldFlag, vertical, 8, 8;}}\n\n//MM3\nIsSelected NeedleCannonWepTM {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected NeedleCannonWepTMB {Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagnetMissileWepTM {Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected MagnetMissileWepTMB {Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GeminiLaserWepTM {Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected GeminiLaserWepTMB {Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HardKnuckleWepTM {Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected HardKnuckleWepTMB {Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TopSpinWepTM {Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected TopSpinWepTMB {Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SearchSnakeWepTM {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected SearchSnakeWepTMB {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SparkShockWepTM {Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected SparkShockWepTMB {Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ShadowBladeWepTM {Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected ShadowBladeWepTMB {Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected FlashStopperWepTM {Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected FlashStopperWepTMB {Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainFlushWepTM {Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected RainFlushWepTMB {Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DrillBombWepTM {Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected DrillBombWepTMB {Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohShotWepTM {Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory WeaponCharge, 78 {DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected PharaohShotWepTMB {Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory WeaponCharge, 78 {DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RingBoomerangWepTM {Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected RingBoomerangWepTMB {Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DustCrusherWepTM {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected DustCrusherWepTMB {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DiveMissileWepTM {Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected DiveMissileWepTMB {Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SkullBarrierWepTM {Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SkullBarrierWepTMB {Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected GravityHoldWepTM {Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected GravityHoldWepTMB {Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterWaveWepTM {Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected WaterWaveWepTMB {Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PowerStoneWepTM {Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected PowerStoneWepTMB {Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GyroAttackWepTM {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected GyroAttackWepTMB {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected StarCrashWepTM {Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\tIsSelected StarCrashWepTMB {Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ChargeKickWepTM {Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected ChargeKickWepTMB {Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NapalmBombWepTM {Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected NapalmBombWepTMB {Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrystalEyeWepTM {Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected CrystalEyeWepTMB {Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected BlizzardAttackWepTM {Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected BlizzardAttackWepTMB {Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CentaurFlashWepTM {Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected CentaurFlashWepTMB {Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameBlastWepTM {Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected FlameBlastWepTMB {Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KnightCrushWepTM {Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected KnightCrushWepTMB {Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PlantbarrierWepTM {Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\tIsSelected PlantbarrierWepTMB {Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SilverTomahawkWepTM {Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected SilverTomahawkWepTMB {Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WindStormWepTM {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected WindStormWepTMB {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected YamatoSpearWepTM {Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected YamatoSpearWepTMB {Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected FreezeCrackerWepTM {Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected FreezeCrackerWepTMB {Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JunkShieldWepTM {Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected JunkShieldWepTMB {Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1 {DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected DangerWrapWepTM {Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected DangerWrapWepTMB {Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBoltWepTM {Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected ThunderBoltWepTMB {Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WildCoilWepTM {Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23 {DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected WildCoilWepTMB {Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23 {DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SlashClawWepTM {Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected SlashClawWepTMB {Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NoiseCrushWepTM {Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1 {DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\tIsSelected NoiseCrushWepTMB {Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1 {DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ScorchWheelWepTM {Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1 {DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\tIsSelected ScorchWheelWepTMB {Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1 {DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected MegaBallWepTM {Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected MegaBallWepTMB {Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoHoldWepTM {Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected TornadoHoldWepTMB {Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AstroCrushWepTM {Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\t\tIsSelected AstroCrushWepTMB{Drawbar\"BASSAS8B\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameSwordWepTM {Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected FlameSwordWepTMB {Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderClawWepTM {Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected ThunderClawWepTMB {Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HomingSniperWepTM {Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t\tInInventory WeaponCharge, 17 {DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\tIsSelected HomingSniperWepTMB {Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 17 {DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected IceWaveWepTM {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected IceWaveWepTMB {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlashBombWepTM {Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected FlashBombWepTMB {Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterBalloonWepTM {Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected WaterBalloonWepTMB {Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected TenguBladeWepTM {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected TenguBladeWepTMB {Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CopyVisionWepTM {Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected CopyVisionWepTMB{Drawbar\"BASSASTB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightningBoltWepTM {Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected LightningBoltWepTMB{Drawbar\"BASSDYNB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceWallWepTM {Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected IceWallWepTMB{Drawbar\"BASSCOLB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SpreadDrillWepTM {DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected SpreadDrillWepTMB{DrawBar\"BASSGROB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RemoteMineWepTM {Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected RemoteMineWepTMB{Drawbar\"BASSPIRB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaveBurnerWepTM {Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected WaveBurnerWepTMB{Drawbar\"BASSBURB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagicCardWepTM {Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected MagicCardWepTMB{Drawbar\"BASSMAGB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoostTM {Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected SakugarneWepTM {Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected SakugarneWepTMB {Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MirrorBusterWepTM {Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t\tInInventory MirrorBusterFlag, 1 {DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\n\tIsSelected MirrorBusterWepTMB {Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1 {DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected ScrewCrusherWepTM {Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected ScrewCrusherWepTMB {Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BalladeCrackerWepTM {Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tIsSelected BalladeCrackerWepTMB {Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5 {DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1 {DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1 {InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5 {DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1 {DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1 {DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1 {DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5 {DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1 {DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1 {DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1 {DrawImage \"FBLIND\", -30,-20;}\nInInventory EnergyBalancerActive, 1 {DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1 {DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1 {DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1 {DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1 {DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1 {DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1 {DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1 {DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory EvilRobotShield, 1 {DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n\n//The Mod - Weaponry\n//Duo\nInInventory IAmDuoFlag, 1 {DrawBar \"DUOBARTM\", \"BAREMPTY\", DuoTMAmmo, vertical, 16, 8;}\n\n//Copyweps TM//\n\nIsSelected LLaserWep {Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThisWayWep {Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LauncherWep {Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RFMissileWep {Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HarpNoteWep {Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BombRainWep {DrawBar \"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NuclearTackleWep {DrawBar \"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainbowLaserWep {DrawBar \"BARFLS1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WeafShieldWep{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HellWheelWepTM {Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HellWheelWepTMB {Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RaveBeamWep {Drawbar\"RAVEBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BlueShellWep {Drawbar\"BLSHBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AquaClusterWep {Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MissileWep {Drawbar\"MISLBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//The Mod\nIsSelected ToyDropperWep {DrawBar \"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BoostPowerWep {DrawBar \"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohWaveWep {DrawBar \"BARAMM64\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BoulderTossWep {DrawBar \"BARAMM62\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WSprintWep {DrawBar \"BARAMM63\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DragonGun {Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ChallengePissWep{Drawbar\"BARAMM60\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BlingStormWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\nInInventory IsWeedMan\n{\nDrawBar \"BARAMM15\", \"BAREMPTY\", R41NB0W3N3RGY, vertical, 16, 8;\n\tInInventory WeedShieldFlag {DrawBar \"BARAMMO1\", \"BAREMPTY\", WeedShieldFlag, vertical, 8, 8;}\n}\n\nIsSelected HellWheelWepTM\n\t{\n\tDrawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory GoHellWheel, 1\n\t{\n\tDrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\n//Dimpsy\nIsSelected DrillArm{Drawbar\"BARAMMO1\", \"BAREMPTY\", DrillAmmo, vertical, 16, 8;}\nIsSelected DrillArm{Drawbar\"BARAMM23\", \"BAREMPTY\", DrillAmmo2, vertical, 8, 8;}\nIsSelected SEGAPower {Drawbar\"BARAMM18\", \"BAREMPTY\", SEGAAmmo, vertical, 16, 8;}\nIsSelected SEGAPower {Drawbar\"BARAMM10\", \"BAREMPTY\", SEGAAmmo2, vertical, 8, 8;}\nIsSelected KiBlast {Drawbar\"BARAMM24\", \"BAREMPTY\", KiCharge, vertical, 16, 8;}\nIsSelected KiBlast {Drawbar\"BARAMM15\", \"BAREMPTY\", GokuAmmo, vertical, 8, 8;}\n\n//Boost Train\nIsSelected BoostPower {DrawBar \"BARAMM12\", \"BAREMPTY\", BoostAmmo, vertical, 16, 8;}\nIsSelected BoostPower2 {DrawBar \"BARAMM12\", \"BAREMPTY\", BoostAmmo, vertical, 16, 8;}\n\n//ToyMaker\nIsSelected ToyMakerWep1 {DrawImage \"TMWPX0\", 29,76;}\nIsSelected ToyMakerWep2 {DrawImage \"TMWPY0\", 29,76;}\nIsSelected ToyMakerWep3 {DrawImage \"TMWPZ0\", 29,76;}\n\n//CopyFighter\nIsSelected CharlieWep {DrawImage \"SFA3HUD\", 55,36;}\nIsSelected FeliciaWep {DrawImage \"FELIHUD\", 55,36;}\nIsSelected PeachWep {DrawImage \"SMB2HUD\", 55,36;}\nIsSelected FangWep {DrawImage \"FANGHUD\", 55,36;}\nIsSelected TerryWep {DrawImage \"TRRYHUD\", 55,36;}\nIsSelected TailsWep {DrawImage \"TAILHUD\", 55,36;}\n\n//Sal\nIsSelected PsychicPower{DrawBar \"PPWRBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nInInventory PsybeamAttack{Drawbar \"PBEAMBAR\", \"BAREMPTY\", PsybeamEnergy, vertical, 32, 8;}\nIsSelected DarkPower{Drawbar \"DPWRBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nInInventory FeintAttack{Drawbar \"FATKBAR\", \"BAREMPTY\", FeintAttackEnergy, vertical, 32, 8;}\n\n//Red Mage\nIsSelected RedMageDiaraWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageFiraWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageAeroraWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageBlizzaraWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageSlowWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageWateraWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageThundaraWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageBlinkWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n//IsSelected RedMageProtectWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageTemperWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RedMageFocusWep {Drawbar\"MANABAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Rin\nInInventory IsRin, 1\n{ //Yay for original-ism!\nDrawImage Translatable \"RINSBRT\", 0, 14;\nDrawSelectedInventory INDEXFONT, 57, 39, 55, 40, White;\n//Status\nInInventory SmashFlag, 1 {DrawImage \"RINSTS2\", 0, 14;}\nInInventory Not SmashFlag, 1 {DrawImage \"RINSTS1\", 0, 14;}\n//Health Bar\nDrawBar \"RINHBARF\", \"RINHBARE\", Health, horizontal, 38, 18;\n//HP Numbers\nDrawNumber 4, RINFONT, UNTRANSLATED, Health, 62, 18;\nInInventory RinLowHP, 1 {InInventory Not IsDead, 1 {DrawImage \"RINLHP1\", 25, 17;}}\n//UU Charge Bar\nDrawBar \"RINABARF\", \"RINABARE\", UltUppercutCharge, horizontal, 38, 29;\n//Ult. Uppercut Charge Numbers\nDrawNumber 2, RINFONT2, UNTRANSLATED, UltUppercutCharge, 50, 29;\nInInventory UltUppercutCharge, 1 {DrawImage \"RINUPC1\", 25, 28;}\nInInventory UltUppercutCharge, 80 {DrawImage \"RINUPC2\", 25, 28;}\n//Weapon Numbers\nIsSelected RinSet1 {DrawImage \"RINHP1\", 39, 39;}\nIsSelected RinSet2 {DrawImage \"RINHP2\", 39, 39;}\n//Final Smash Icon\nInInventory SmashFlag, 1 {DrawImage \"RINSSBL\", 71, 39;}\n//Aerial Moves\nInInventory NoAerials, 1 {DrawImage \"ARLMVSN\", 27, 41;}\nInInventory Not NoAerials, 1 {DrawImage \"ARLMVSY\", 27, 41;}\n}\n\n//===ZOMO CLASS STUFF===//\n\nIsSelected ZomoBNWep\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory NormalFlag, 1{DrawImage \"NORMI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepF\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory FireFlag, 1{DrawImage \"FRICI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepA\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory AquaFlag, 1{DrawImage \"AQICI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepE\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory ElecFlag, 1{DrawImage \"ELICI0\", 258, 56;}\n}\n\nIsSelected ZomoBNWepW\n{\nInInventory BNFlag, 1{DrawImage \"ELEMA0\", 258, 32;}\nInInventory WoodFlag, 1{DrawImage \"WDICI0\", 258, 56;}\n}\n\nInInventory BNFlag\n{\nDrawbar \"CUSTFULL\", \"CUSTBAR\", CustomAmmo, horizontal, 120, 18;\nInInventory CustomAmmo, 350\n{DrawBar \"CSTFULL2\", \"CUSTBAR\", CustomAmmo, horizontal, 120, 18;}\n}\n\n//Protoman\nIsSelected PrototoBusterTM{Drawbar\"BARAMMO1\", \"BAREMPTY\", NuclearAmmo, vertical, 16, 8;}\nInInventory BeatShieldActivated, 1 {DrawImage \"BTSHJ0\", 41,21;}\nInInventory ProtoBigBang, 1 {DrawImage \"PCBBA0\", 8,21;}\n\n//Captain Falcon\nIsSelected CaptainFalconWep1 {DrawImage \"CFLCY0\", 55,36;}\nIsSelected CaptainFalconWep2 {DrawImage \"CFLCX0\", 55,36;}\nInInventory BlueFalconFlag {DrawImage \"CFLCZ0\", 55,58;}\nIsSelected CaptainFalconWep3 {DrawImage \"CFLCW0\", 55,36;}\n\n//Sergeant John\nIsSelected MultiMissile1Wep {Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MultiMissile1Wep {Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo2, vertical, 8, 8;}\n\tInInventory MultiMissilePowerup {DrawImage\"SLOTX0\", 288,30;}\n\n//Blews\nIsSelected BlewsBuster{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\nDrawbar\"BARAMM51\", \"BAREMPTY\", BlewsEnergy2, vertical, 32, 8;}\n\nIsSelected RNGHammerWep\n{\nInInventory RNGHammer1SBAR {DrawImage \"RNG1A0\", 160, 10;}\nInInventory RNGHammer2SBAR {DrawImage \"RNG2A0\", 160, 10;}\nInInventory RNGHammer3SBAR {DrawImage \"RNG3A0\", 160, 10;}\nInInventory RNGHammer4SBAR {DrawImage \"RNG4A0\", 160, 10;}\nInInventory RNGHammer5SBAR {DrawImage \"RNG5A0\", 160, 10;}\nInInventory RNGHammer6SBAR {DrawImage \"RNG6A0\", 160, 10;}\nInInventory RNGHammer7SBAR {DrawImage \"RNG7A0\", 160, 10;}\nInInventory RNGHammer8SBAR {DrawImage \"RNG8A0\", 160, 10;}\nInInventory RNGHammer9SBAR {DrawImage \"RNG9B0\", 160, 10;}\n}\n}"
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "Server NoArchive Int TM_NoFinalSmashes = 0;"
},
{
"source": "pk3",
"name": "BOTINFO.txt",
"contents": "/*\n{\n name = \"\\cuDusk\"\n accuracy = 4\n intellect = 4\n evade = 4\n anticipation = 4\n reactiontime = 4\n perception = 4\n favoriteweapon = \"DuskBuster\"\n railcolor = \"purple\"\n color = \"00 00 00\"\n gender = \"male\"\n skin = \"base\"\n class = \"Dusk\"\n revealed = true\n script = \"humanbot\"\n chatlump = BOTDUS\n chatfrequency = 50\n}"
},
{
"source": "pk3",
"name": "Changelog.txt",
"contents": ">I vote we turn this into a Changelog!\n\nYou get: Changelog. Note that some changes may not have been recorded but most should be here.\nChanges will be listed by class or if it affects gameplay, in the order it was changed.\n\n//Version Beta-28a2//\n\n<Classes>\n\n*Darkile* (Formerly Dusk)\n-Final Smash explode damage reduced from 18-15. Death state no longer does more pulling towards the actor.\n-Final Smash cycles reduced from 10 to 8, reflected in the reactiontime.\n\n*Zomo*\n-Final Smash changed to not stick to one plane, and feels more danmaku-ish in general. May make more to show later and see what people like.\n-Elemental Clones for the Final Smash now use Treble spawning and -NOGRAVITY flag to ensure they stay on the ground for reasons\n-Overall damage potential and persistence time of most actors reduced in exchange for more effective range, see above and below for details.\n-Elec Balls now split off into 3 smaller balls which bounce on the floor; use of different sprites makes them more seeable.\n-Harpoon series and Arrows PA buffed; changes in use speed and damage are definitely noticeable.\n-Overall damage taken is now 15% up from the normal damagefactor of 1.0; may change later or implement a different system to balance the class\nand make all elemental weps useful in their own way.\n-Experiment ran with a certain navi shows that with the right actor flags enabled and having item/flag checks\ncan allow for a different version of it to spawn and thus do increased damage. This can be used\nto finally correct a long-ignored issue of vanilla assists not being scaled without them not actually needing scaling.\n-Fixed an ignored and possibly even unfair issue where powerups for damage boosts can stack, potentially allowing\nunintended, insane amounts of damage that weren't meant for the class. Now, only one damage boost\n(positive or negative) can be active at any given time and new ones will automatically\nremove opposing effects and other effects. This will do until ACS for Attack+ series is figured\nout.\n-SeekBomb implemented; an uncommon chip that can be used to seek out targets and potentially pick them off\nif they're trying to give you the slip.\n-Lifesword changed; damage reduced in favor of more range. Test to ensure it is fair.\n\n*Red Mage* //For Jake's first class I like the effort, I might add my own touchs to it sometime. ~Zomo\n-Changes to the spell effects, more effect actors added here and there to pretty up the attacks.\n-Damage balancing brought to you by Zomo, made certain spells like blizzara and aerora do more damage\nand others like fira do less damage.\n-Changed pickup messages for later just-in-case for pickup from other sources.\n-Corrected errors in obituaries.\n-Adjusted the ammo use for each spell based on damage done and how projectiles acted; now the max ammo is 64\nand because of that, is a much better number to work with.\n-Red Mage now has spell tomes on spawn instead of having all weapons available, one tome\ngives one relevant spell.\n\n*Palkia* (Why)\n-Fixed a long-ignored error on Earth Power coding that would terminate the actor because of a harmless\npotential 0-tic loop; it forgos the FX it had and now just spawns and does damage. Can easily add FX to death state later.\n-Damage changes to Earth Power: bigger hitbox and does 5 ripper damage and has bigger A_Explode radius\non death to be more worth using. With great size comes great power...\n\n*Acid Trip* (groan)\n-Lasers changed to use A_SeekerMissile and now are summoned when the leftmost bar is full (argh why)\n-Some laser actors removed and so are some the Sanitizer Towers (yes they're called that)\n-Colors of AcidLaser changed\n-HandSanitizerDickTower renamed to AcidWaterTower because it was pointed out that kids play\n8BDM (good job Captain Obvious)\n-Water Tower obituary changed\n-ComplexMeter and BrokenLimiter ammo amounts changed, but flash state loop duration increased\n\n<General>\n\n-Changed Classbase painstating to account for Weed Shield and Rainbow Laser damagetypes, should not cause\ntrouble anymore (I hope).\n-Smash Ball hitbox adjusted; it is now 24 radius and 48 height compared to half the height before (silly me)\n-Classbase painstate addition: Uninstall painstate now accounts for removing all existing damage boost effects that\nBattlechips can grant, on both the base AND Zomo. See that section for more details.\n\n//Version Beta-28a3//\n\n*Zomo*\n-ACS for Program Advances includes a check to not run through the list if you already have\na PA on you; use it first then try using the button that activates the script again.\n-Weapons changed to support the script additions for Program Advances, simply use one to\nclear the flag preventing you from forming more.\n\n*Red Mage*\n-Sprites added for the tomes. Huzzah!\n-Thundara changed so that the clouds don't have damage because they are a ripper.\n-The actual bolts don't rip now but are compensated for being able to do up to 125\ndamage each.\n-Ammo use increased from 16 to 32 for Thundara.\n\n<General>\n-Officially dropped the following classes: ShieldGunner, Cindy (anthro-Flareon)\nand RailGunner (fuck you Dru).\n-Cleaned up files that were not in use and left those that may depend on others; as far\nas the game cares it can launch with little to no errors. Please test correctly and note anything\nthat is missing a soundclip, has a missing sprite, a broken wep/actor, etc. Also reduced filesize\nthanks to .oggs being used over .wavs\n\n//Version Beta-28a4//\n\n*Red Mage*\n-Thundara damage lowered from 125 max to 75 max because owner of class asked for the nerf; hope he doesn't\ncomplain about said nerf (probably will).\n\n<General>\n-Fixed painstate inconsistencies on Ignis; no longer should be showing Clownman frames\nto certain damagetypes (GJ Zomo you fuck-up)\n-Removed NOGRAVITY flag from all class painstates to Bubble Coil; it allowed flight under\ncertain conditions. Classbase was changed to account for this too.\n\n//Version Beta-28a5//\n\n*Zomo*\n-Item support added in the form of a summon; pick up a Treble Sentry and see what it does!\n-Fix: When implying a BOUNCEONWALLS flag for any actor, they have the potential to be\nstuck on corners or other random places sometimes. HEXENBOUNCE seems to solve this nicely,\nand also added A_Countdown to the ElecSeekBallSplit actors.\n-Gave AquaBurstBubble a slightly larger scale and hitbox, and gave all actors involved in the\nFinal Smash slightly longer lasting time.\n-SeekBomb starts homing on spawn instead of about half a second after.\n-TimeBomb now cannot ever possibly hang in the air and defy gravity anymore. Do not worry,\nthe floor will not make it die upon landing.\n\n<General>\n-Respawn times for Tango Roll and Treble Sentry have been changed to 1575 tics, or in simple terms,\n45 seconds. Will change other items later as needed as well as scale them up to be worth using\nas a class who does not make use of X item to gain a personalized item.\n\n//Version Beta-28a6//\n\n*Zero*\n-Changed the final smash to NOT USE FUCKING ACS QUAKES, GOD DAMN WASTE OF A SCRIPT.\n\n*Zomo*\n-Questionable imbalancement of the toy. Somewhat more delayed attacks, lasts not as long, but\nslight HP boost from 1250 > 1500. Also a tad slower in speed.\n-Thunderbolt attack on the toy has more effects and has some more range but less damage; will do\nfull damage within a certain radius of explosion source. Oh, did I mention it uses the old damage formula? Have\nfun jumping.\n-Final Smash changed to no longer use NONSHOOTABLE. Note this does not imply invulnerability by any\nmeans, whereas being unshootable effectively does.\n-Attempted sound issue fix on the toy thunderbolt attack, hopefully it works now.\n\n<General>\n-Removed Script 507, ACS Quakes are redundant and is a waste of a script spot. Good riddance\nand goodbye.\n\n//Version Beta-28a7//\n\n*Zomo*\n-CRITICAL FIX: The bug involving the class not being damageable under certain circumstances\nattributing to frame delay issues might have a fix this time. At the time being, using the\ndeprecated Invulnerability property in SetPlayerProperty should work. Watch for any issues;\nas a last resort ResetPlayerStats item will be used. Also, the bug with Rush not working is because\nthe class was not shootable, thus the coding could not properly melee and do what was needed.\n-Also allowing for temporary tint for AntiDamage powerup to clearly show when you do/do not have it to lessen the damage to fire off what's needed. Reminder that attacks need to do 10 damage minimum to trigger anti-damage.\n-Created a test actor for portable damage forcing. Do not ever use in standard play or you are out of here.\n\n*Sal* //Who is this bitch :s\n-Final Smash added; go use it and find out what it can do!\n-Allowed being able to show that you have a final smash waiting to be used as an experiment\nfor later.\n\n<General>\n-Classbase and all deriving actors were updated to not be made unshootable by any damagetypes\nthat do not require it, which is none of them by the way. Further decreases the chance of random\ninvincibility for no reason. Make sure if you coded a class that it is not using said flag and instead\nuse SetPlayerProperty(0,2,5) if possible. File manager is not responsible for any other issues unless they are\nfound.\n-The M Tank no longer refills Time Stopper. You can probably guess why this was done.\n-RNG Hammer implemented as a weapon and painstates added to classbase AND all classes. Needs\nHUD sprites and weapon icon for later, as well as actual sounds.\n-Dialga/Palkia classes officially dropped; any actors that may be needed were moved to\nthe classbase file for later use.\n\n//Version Beta-28a8\n\n*Sal*\n-Nerfing time! Confusion suddenly disappeared, and alt takes more ammo to use.\n-Damage of altfire actors reduced and given A_SeekerMissile properties now. They still tend\nto gain up on one person so beware.\n-Swift now takes 6 ammo to fire and the delay is upped by 1 tic.\n-Altfire has frame delay added at the end to lessen spam further. If you are depending on\nhoming to win then too bad.\n-Effective area range of FS was increased but damage was slightly lowered to compensate.\n-Method for spawning the actors in the FS was changed to hopefully allow the proper obituary to\nbe used.\n-Starts with 75/150 ammo so an alt cannot be fired on spawning.\n\n//Version Beta-28a9//\n\n*Sal*\n-\"Zomo, your final smash is BAD. Buff its damage.\" -Dimpsy. Well unless you have cover you\npretty much doomed us all and I want you to see how destructive that can really be. Hope you also see why\nI tend not to listen to your suggestions half the time.\n\n*Red Mage*\n-4 new spells added, please test test test for balance issues and to make sure they work!\n-Blizzara changed, make sure it is okay for everyone in their eyes.\n\n*Dimpsy*\n-Changes made to his weapons, make sure that the beans/tacos/final smash are fair and if\napplicable, worth using.\n\n*Darkile*\n-Changes made to his weapon. Ensure they have balance in mind and the alt is a good replacement for usage.\n\n*Sergeant John...?*\n-Who the hell is this guy? Word on the street is that he is new and fresh meat. I suggest\nwe give him the fairness treatment and make sure he is not only the man he claims to be\nbut also watch for any antics he might be able to pull.\n\n<General>\n-Picking up a Proto Upgrade as Protoman will no longer delete his class version Proto Buster. This has been done\nfor Duo/Bass as well so they still have their class version weapons, and as a result their\nfinal smashes. Make of it what you will, coders.\n-Worked some behind-the-scenes magic that will be helpful later in testing; anyone besides the mod owner\ncaught abusing it will be confronted and ousted out of the chat along with any of their stuff, no questions asked.\n-I heard that space ducks hum a different tune when they die nowadays, I wonder where I heard it\nbefore...\n-Party Balls were updated to drop Auto Heads now, and are now easily adjustable for some of our own items.\nAlso adjusted the chance of some items being able to drop and made sure our health/weapon capsules drop.\n-RNG Hammer was updated, test it for balance and make sure it does not cause a crash this time!\n\n//Version Beta-29//\n\n*Sal*\n-Getting tired of being told a Final Smash sucks. Now the stars rip, have bigger hitboxes\n(not much), and wider explosion range on death. Also falls faster, but direct damage dropped a bit.\n(To-Do: rotating light columns that totally aren't like Zero FS and Power Stone. That would cover the hiding issue.)\n-Fixed the altfire so it could home again. Unfortunately A_ClearTarget did not do as I\nintended for them to do but at least I learned a lesson on that now.\n\n*Zomo*\n-Health of mini-toy dropped back down to 1350 from 1500, and lasts a tiny less longer.\n-Meteor/Thunder spawners from the toy had their homing capabilities lessened and are a tad slower. Their\ndamage potential has also been lessened.\n-The delay between said attacks being used by the toy have been lengthened.\n\n*Red Mage*\n-Skin added! It's... some pink-haired girl though, probably Lenna or Fara.\n-Weps changed to supposedly help determine what frames to use based on main/altfire.\n\n*John*\n-Updated for a possible fix to early shooting I believe...? Or well, some kind of\nammo bar desync anyways.\n\n<General>\n-Jake needed his old class removed, so it was. Left a couple remnants that might be depended on\nin the classbase for later. Also made sure Zero had references to Jake class deleted as well.\n-Aqua Cluster successfully implemented. Test it!\n-Pharaoh Wave and RF-Missile changed. See what they do instead... and hopefully that Pharaoh\nWave has correct translations now.\n-As per request, Met Cannon is now gone. It never really scored anyways, and has inferior monster\ncoding.\n-As part of helping test easier, support added to spawn wep sets for each classic game, i.e. 1-8, MMB,\nGB killers, and our copyweps. Also added a few more miscellaneous things for mod leader purposes.\n\n//Version Beta-29a2//\n\n*Zomo*\n-More IsDead checks around MagBolt; if what I'm seeing is true, then maybe it had something to do\nwith a rare bug that prevented one from respawning seeing as though SetPlayerProperty(0,1,4) locks\nall movement/attacking input, thus effectively being able to potentially block spawning again. It probably would\nhave not been noticed if force spawning wasn't on... so hopes are up that this actually fixes it for\ngood now. If it is, thanks Dru for bringing it up continually and Dimpsy for confirming MagBolt could be the cause.\n-Invisibility does not imply full protection. That status (or chip, rather) no longer protects you from hazards.\n-Cooldown to summon mini-toy increased to 90 seconds from 60.\n-Overall speed of mini-toy reduced to 8.\n-Health decreased further to 1250 from 1350, seriously can you guys try shooting the thing sometime? It is susceptible to AoE attacks if you have not noticed.\n-Fire meteors can only do up to 60 damage total per and the spawner moves at an abyssmal 8 speed. Still have trouble outrunning it? Too bad, final change.\n-Ice attacks from afar only do 40 damage down from 50 and have slightly reduced speed.\n-Ice melee attack does only 175, down from 200. Speed increased slightly to compensate and hitbox adjusted.\n-Thunder spanwer now moves at 8 speed as well and delay between spawns is increased by 5 tics. Homing capability reduced some more as well as fire meteor spawners. Total damage potential: 80 from 100 and reduced range.\n-Wood pillars spawner hardly gets kills so it should be fine. It does 120 damage now, up from 100.\n\n*Red Mage*\n-Blizzard updated, check to ensure it is balanced in damage.\n-Blink fixed. Now uses proper skin frames for the alt.\n\n*Sergeant John*\n-Jake was right, Zomo was wrong. He forgot to add in damagetypes for this guy but to be fair\none should now include the entire fucking classbase to be sifted through, it makes things more difficult.\n-Once again, the early shooting should be fixed but make sure that is indeed true.\n\n*Zero*\n-Should be 100% clean of Jake references.\n\n*Sal*\n-Tried a noclip/A_CheckFloor setup now. It appears that 3D floors are preventing stars from\nspawning, so Badz might have a solution later... if worst comes to worst, could always do a pseudo-Zero\nfinal smash.\n\n*Dimpsy*\n-Not sure what he changed but I believe it has something to do with his drills. They cause recoil or\nsomething!\n\n*Darkile*\n-He is now one with the aura. At 200 HP or lower, an aura effect spawns on him and drastically ups his damage.\nHealing will remove it however, or it should anyways.\n\n<General>\n-Ringo Shield removed. It tried.\n-TM Wep Giver that was shown off last session had a couple of invalid states, which should be cleaned up\nnow.\n-Auto Head had a few invalid states, they should be good now.\n-BASS HAS HORIZONTAL BARS NOW! >TLP\n\n//Version Beta-30\n<General>\n- Removed Dialga & some Palkia remnants. Kept some of Palkia's sprites for their usage. [Light]\n\n*Rin*\n-This class is the new girl in town. She makes use of close combat techniques and can wipe people\nout easily if they do not prepare themselves. Let us test this power of hers and see if she really\nis the melee specialist she says she is...\n\n*Red Mage*\n-Has a Final Smash now. It might not be canon but hopefully it packs the punch one would\nexpect Flare to.\n\n*Zero*\n-Final Smash should be fixed now and have absolutely no potential 0-tic looping.\n-Proto Form should prevent charging now.\n-Rolling Slashes/Aerial Slashes should be a bit more forgiving now.\n\n*CopyFighter*\n-A funny but still novice bug with FangWep allowing pseudo-floating has been fixed.\n\n*Bass*\n-Taunt changed to be less... nigger-ish. Do not ask where I heard this term.\n\n//Version Beta-31\n<General>\n- Fixed M-Tank to finally refill ammo for custom copyweps.\n- Treble/Tango now do proper damage values for TheMod's 1,000 health policy (hopefully).\n- Officially dropped two more classes, Luna Crescent and Pit.\n- Cindy makes a return.\n- Super Arm updated?\n\n*Assists*\n- Two new assists, Bomberman and Cosmicman.\n\n*Items*\n- New item, the Power Stand.\n\n*Cindy*\n- Currently still a WIP, mainfire is changed quite a bit, old altfire is kept.\n- Mainfire fires a somewhat fast moving flame projectile that rips.\n\n*Copyweps*\n- Bomb Rain made less shit. Giant bomb now has bigger range and quakes.\n- Launcher, Boulder Toss, and RF Missile are now better than before.\n\n*Bass*\n- Removed Final Smash until a better one is made.\n- Now fires faster when the Bass Buster Upgrade is used.\n\n*Duo*\n- Larger, more damaging giga fists after using the Duo Fist Upgrade.\n\n*Protoman*\n- Proto Buster charge shots reverted to normal sprites, and do less\ndamage. Now gets bigger, more damaging shots after using the Proto Buster Upgrade.\n- Gave totally unnecessary FX to Big Bang Strike.\n\n*Weedman*\n- Commented out for now from KEYCONF.\n\n//Version Beta-31b//\n\nMy, my, where to even begin... been gone for about 4-5 days and I have no idea what anyone else has done,\nbut as for me, I used the time away to figure out my next moves and plans for this mod. With only a phone for\nlimited internet access for a bit and my trusty laptop, I bring quite a hefty changelog... at least on my end.\n\n*Zomo*\n-Finally stopped using filler HUDS for ALL existing Sword chips. Believe me, it took a lot longer implementing\nthem than one may think. What one may not also believe as easily is that I only needed a total of 4-6 actual HUD sprites, depending\non how you may see it. Check the Textures.Huds file to see what I mean. It is amazing how far 6 sprites and\nabout 150+ lines of coding can do.\n-Implemented the Muramasa chip. This nasty blade may not seem like the most damaging chip at first, but the lower your HP\nis, the more damage it will do! At 100 HP or less, you can potentially do 600-1200HP worth of damage in a single swipe. Be careful, it\nis risky to stay that low for long so you should probably pair this up with something that will protect you for a bit...\n-I looked into a few issues regarding any LongSword-like chips and found that they can potentially do more damage than intended if shot right.\nIt is due to how the 2nd hitbox is being spawned, which is in front of the 1st. To remedy this a bit, I tried lowering the\nhitbox size and moved them forward a bit more to lessen the chances of being hit by both hitboxes. It was always intended for the LongSword\nto be able to hit a target potentially behind another.\n-Rebalanced the damage/hitbox of LifeSword to hopefully be more threatening and worth using again.\n\n*Dimpsy*\n-An interesting thing came back to my attention while doing random testing with... other subjects. Actors\nthat can be stood on are not technically on the ground so they can easily fool a zfloor-z check. After about an\nhour or two of trial and error, I found a solution that works. Both Spawn/See states check for a z-floorz value > 0 to go on\nto another jumping check, which then checks if you actually have ANY Z-Momentum. If not, you are brought back to the Spawn state\n(which had to be rewritten slightly because it allowed for a 0-tic loop). Otherwise, the actual Jumping state checks for two things: if you have no\nZ-Momentum, go back to Spawn. If your Z-Momentum is negative but not 0, continue in a different Jump loop until it does hit 0. As far as I care, this\nshould work for not only Dimpsy but also Bass.\n\n<General>\n-One thing I enjoy playing with is Monster AI. I do not enjoy making them fool-proof, however. On to my point however.\nI mentioned Shadow Dashing before the net at the hotel I was at got cut off for whatever reason. I thought it would be hard,\nbut it was fairly simple after everything clicked. With good use of flag switch ons/offs, A_FaceTarget, A_SetTranslucent, after-images,\nand velocity manipulation, I actually made it work with about 90-95% effectiveness... although being a farther away target, there will be\nmore delay to get my monster to its target. Also, it has a slim chance to get stuck in corners... but I could easily make a counter to fix this issue.\nIn one instance, it can not only shadow-dash but also retaliate immediately with a deadly barrage of Shadow Balls! Always watch your back if you plan\nto take on this creature. I plan on making this monster very smart, not to mention very aggressive and borderline assholish in the future if messed\nwith enough... and yes, ACS is on my mind.\n-Power Stand item should be implemented to Party Ball. It is an item capable of summoning assists to wreak havoc on the battlefield.\nDo not worry about scaling, as there already is an actor involved that has to bring in a summon anyways.\n-TheMod banner was changed to suit the current situation.\n\n//Version 32 [July 2nd, 2015]//\n<Rin>\n- Rin's SBAR revamped in various ways;\n * HP and CG were replaced with a heart and a fist icon(s), respectively.\n * Bars were added, in case people didn't like the numbers.\n * The heart icon will constantly switch between red & black outline if HP is below 150.\n * Changed the number's colors, as they conflicted with the bars.\n * The fist icon will get a blue outline when charging, and a red-ish outline when fully charged.\n * Some number's sprites were stretched and changed to fit in the bar correctly.\n\n- Rin's cooldown on all attacks reduced considerably.\n- Most of Rin's attacks were buffed.\n\n- Buffed the Final Smash from 5000 to 10000, as it's supposed to be a guaranteed 0HKO, and\n0.1 armor was able to survive it.\n\n- Modified Ultimate Uppercut so it can be connected/chained with some other moves.\nBeing attacked by this will stun you; Uncharged Uppercut will stun for 15 tics, Charged Uppercut\nwill stun for 35 tics. Being hit by any other Rin attack while stunned will remove the stunning.\nYou can't stun a player if its already stunned.\n\n<Dimpsy>\nI don't know what changes were done to Dimpsy, so, bleh.\n\n- DrillArm.txt edited since America Nuke was also edited.\n- America Nuke's pinpointing edited; it should now be potentially a good pinpoint now.\n\n<Acid>\nI don't really know most of his changes because Acid never includes a changelog in his files.\n\n- Rekt Wave changed to be purely FX; this will surely avoid server lag.\n- Rekt Wave's damage & radius buffed, as the rekt waves do not deal damage anymore.\n\n//Version Beta-32b [July 5th, 2015]//\n<John>\n- Weapon file updated.\n\n<Copyweps>\n- Super Arm updated.\n- Blizzard Attack updated.\n- Yamato Spear updated.\n\n<General>\n- New sprites added in the Sprites/Wep/Copyweps folder.\n- New sounds defined in SNDINFO and added in Sounds folder.\n- Rearranged the classes a bit so they are in positions that I feel best fit\n(Ex: If a class is made by Zomo.EXE, all classes below are also his unless otherwise).\n\n<Dimpsy>\n- Updated a horizontal bar for the Taco Dropper, this is thanks to TLP finally\nmaking Bass horizontal bars. Thank. ~Dimpsy\n\n//Version Beta-32c//\n\n<General>\n-Still not sure why Black Emperor is unplayable at the moment. Will do more looking into it\nlater... ~Zomo.\n-A new feature has been added: The Boss Arena! Pit your skills against monsters that dev team members\nmake; this is practice for anyone who needs it for mapping/coding and new coders are more than welcome to\ntry their hand at it. I provided a 1st attempt at making this viable with some help from Jake to make the map\ngood enough to work with. Now, the key to winning: read your opponents, and find openings. Oh, do not try\nmulti-hit weapons, you would be bringing your deaths faster. Best played in Co-op survival iirc.\n\n//Version Beta-33//\n\n*Black Emperor*\n-Playable again. Next time, file managers be careful on what huds you clean up... this class was using some from now-defunct\nclasses, or at least translations of them.\n\n*CopyFighter*\n-CopyFighter was buffed, he should be a bit more useful now.\n\n*Red Mage*\n-Weapon Icon sprites fixed on her buffs, they've been messed up for a while\n\n*Sgt. John*\nNew final smash, happy bombing!\n\n*Darkile*\n-Darkile's alt was modified to be a lot more useful now.\n-Darkile desperation mode was buffed slightly so you can tell that he's more powerful.\nI basically made it so in your desp mode you skip DuskVoid1-2 and go straight to 3 before hitting 4.\nI also nerfed the mode's damagefactor as before you could potentially OHKO with the DuskVoid3 if done right.\n\n*Dimpsy*\n-All Dimpsy files updated.\n-Nerfed armor.\n-Modified the Drill Arm to make it much more interesting. If you press mainfire at the start\nyou shoot out a big drill, which can be set off by pressing alt or letting it hit a wall. If the\nbig drill has not been deactivated, you go back to using your old drills. Think Luna with the fan.\nThe alt was also changed to allow you to shoot out the drill by letting go of alt.\n\n<General>\n-The darkness listened, but it still wants you to join them. While the boss now has 7500 HP and is generally less annoying\nwith chained attacks, it has phases now. Getting it below certain HP thresholds will trigger the start of the next phase and will\ngenerally give you an idea of what you have to deal with. Note that anything that the boss used before will be still in the mix but generally\nstronger, along with new attack patterns, so you have been warned. Good luck?\n-The Arena Map has been expanded so everyone has more room to move around. Expect a revamp on wep placement/items soon.\n-Crossing a certain point in the map no longer triggers a fight to begin, as you could possibly stall it indefinitely. Instead, ACS\nwill begin the fights after 15 seconds; that is plenty of time to get what you need and prepare.\n-The arena's spawn point for bosses has been made to not let players cross to prevent a boss from spawning. All other future\nmapspots that will be put in later will likely be made this way as well.\n-Several Vanilla weps have been changed, including: Super Arm, Ice Slasher, Thunder Beam, Shadow Blade, Dust Crusher, Crystal Eye,\nWater Wave, Danger Wrap, Flame Sword and Blizzard Attack.\n-Rave Beam now looks much better, less eyepiercing.\n-All custom weapon files updated (Fixed a 2.0 \"bug\" which fucked up weapon scrolling,\nthis was solved by giving the other weapons a \"weapon.slotnumber\", this can also be done to\nother classes to fix them up a bit, but they are not required)\n-Sprites updated; see below for details:\n>Updated the Steam sale sprite so it looks less JPG, also a new sprite for something.\n>New sprites for the Cosmicman assist, this is for the 2 new attacks he gains.\n-Assists updated. Cosmicman and Bomberman recieved multiple edits, such as better movement, more likeiness to attack, gave\nBomberman more HP, and gave Cosmicman new attacks.\n-GLOBAL.acs updated to implement all previously unimplemented songs.\n-New TM copywep added, the Metroid Missile.\n-Added support to summon Power Stand givers on the fly.\n\n//Version Beta-33c//\n\n*Zomo*\n-Invisible chip effect should last for 8 seconds now, down from 10. Complaints about it being cheap arose.\n-Green Apple chip effect reduced to 8 seconds as well, and now blocks 90% of most damage (Uninstall does full damage\nand turns off effect immediately). Complaints also arose to nerf it; I wish you guys would stand up to the mod leader\nmore often.\n\n<General>\n*Nothing else much to report from other classes, but I need to clear up something. I apologize for being so edgy and\nsalty lately, I will try not to be such a Neo from now on. Anyways, please speak up about ANY issue that is small\nor big no matter what, and if you do not get listened to my PM on skype is always open.\nIf I do not listen to you then, only then can your last resort be abusing the shit out of a feature\nuntil it gets noticed. If anything, JUST FUCKING SPEAK UP. Your voice is very important, especially for these\nnext few weeks. Take note from these fixes below for the side project that we can test after the main session:\n-HP of boss reduced further to 6000.\n-New attacks added to make the fight more interesting; still kinda anti-melee, especially one new addition is melee-range.\n-Phase 2 attacks changed slightly to make them either have more chance of hitting or less punishing.\n-Some attacks from previous phases may be stronger or act differently as the fight moves on.\n-Each phase will have a gimmick that is ran on a timer; it is up to you to know what to do when it happens... figure out\nthe signs for when something triggers to be ready for it. Gimmicks are collective per phase, so you could see something from phase 1\nin phase 2, for example.\n-I found that there are lacks of decent weps on the map as well as healing/party balls. Maybe it could be added sometime...?\n\n//Version Beta-33d [July 15th, 2015]\n*Rin*\nRin's changelog is on her weapons folder. Please go look at it if you are seeking her changes.\n\n*Acid*\nSTOP. USING. OUTDATED. ACTORS. FOR FUCK'S SAKE.\n- AcidLaserFire got changed and fires more 2 more lasers\n- Acid Shots have special things added to them\n- AcidWeapon1 ROF altered to be slightly slower\n\n//Version Beta-33d3//\n\n*Zomo*\n-Has scripting in place to ~hopefully~ prevent most recovery/support chips from being handed out\nduring LMS and TLMS. The chips to look for are: Apple series, Recov 300, and Anti-Damage. If they appear\nduring either gamemode, then I did not do it correctly. Feel free to suggest other chips to be banned from\nthe above gamemodes; otherwise they should be handed out as normal.\n\n*Darkile*\n-Desperation made to not be as threatening, DarkShot3 and 4 should hopefully do less damage as well.\n-Flash state effects are terminated on death now.\n\n*BoostTrain*\n-Weps regen faster now and don't chew ammo as quickly (was never intended), so more boosting for everyone!\n-Smoke attacks were nerfed to do a bit less damage.\n\n*CopyWeps*\n-Metal Blade reverted to vanilla Metal Blade.\n-Changes to Needle Cannon.\n\n<General>\n-Went through all weapons to ensure that they at least have a default obit in the event that they\nsomehow get 0-1 frame kills.\n-Dust Crusher and Flame Sword got some fixes to hopefully stamp out desync issues.\n\n//Version Beta-33d4//\n\n*BoostTrain*\n-Fixed a silly obituary oversight, silly Zomo and his lack of checking his own work.\n\n*Bowser*\n-Fire attacks have reduced damage and more delay between attacks to drop the DPS.\n\n*Sal*\n-Made Swift do 1/2 the damage, but now has no dependency on ammo now. Spam away; it still has spread for balance purposes.\n-Altfire now only fires 12 rocks. The damage from the alt may not 2HKO but it still homes, so it's very likely to hit.\n\n*Darkile*\n-Rebalanced some of the projectiles and auras to not be as annoying especially in desperation. ~Zomo\n\n*Rin*\nChangelog is in her weapons folder.\n\n<General>\n-Good news! Copy classes finally have weapons to use during LMS and TLMS! Even Bass gets his own\ncopyweps, and they have been updated to match the changes introduced by Dimpsy from recent tests.\n\n//Version Beta-33d5 [HOTFIX]//\nA hotfix was needed to correct a few small mistakes about the lms weapon handling and\nProtoMan's hud bugging out due to not taking care of ready state right.\n\n//Version Beta-33d6//\n\n*Sal*\n-Altfire now requires 200 ammo to use. On spawn 1/4 of the ammo required is given so you can have a bit easier time attempting to shut out someone for 1 use.\n-Damage adjusted on the DarkPower mainfire's full charge attack to be slightly more forgiving; come on guys it is a damn 1.2 armor class...\n\n*Cindy*\n-Rebalanced ammo use slightly to be a bit less obnoxious on the receiver's end.\n-Mainfire damage lowered to 25, delay between shots upped by 1 tics. 20 uses per bar(?).\n-Altfire damage lowered slightly, does up to 175 max. 5 uses per bar.\n\n*Protoman*\n-Slight minor error was fixed that was harmless in which you could hear the wep switch sound after certain charge shots and the altfire slide.\n\n*BoostTrain\n-Final Smash is supposedly a bit more useful.\n-Ammo max value was adjusted to let there be 6 full coal shots. Coal alt now requires at least 20 ammo.\n-Coal shots are slightly more damaging to be a bit more viable.\n-Armor changed to 0.9, from 0.675. He doesn't need Acid Armor folks (GOT IMMMMMMM)\n-Smoke alt is now limited in range.\n\n*Dimpsy*\n-Drills made to be a bit more forgiving.\n-Taco wep now makes use of expired rice from Taco Bell. Who knew you can make them form a sturdy whip?\n\n*Red Mage*\n-Mythril Sword mainfire on all magic spell weps does up to 200 damage now. Should be worth using now.\n\n*Toymaker*\n-Took the longest to sort out. The ElecToy is indeed not as ridiculous and is a bit slower with a slightly\ndecreased hitbox.\n-The DarkSword attack (shame, Dimpsy, shame) is about as damaging as Red Mage's Mythril Sword now.\n-The IceToy had a heavy nerf. Like standing 150 damage rippers are not ridiculous enough.\n-WaterToy had some changes to not act as much like Scorch Wheel. If it could rip 120 damage, all hell would break\nlooose... Hopefully that is not the case now.\n-GrassToy made more forgiving now. It had the potential to downright shit on anyone who stepped on the grass traps.\nAlso increased the delay on the explode damage by 1 tic.\n-Armor changed from 1.25 to 1.0. Hopefully not too gamebreaking.\n\n<General>\n-The Smash Ball item (the one in your inventory that can be activated for a flag) has a cooldown on it now to prevent people from using back-to-back Final Smashes\nfor AT LEAST 45 seconds.\n\n//Version Beta-33d7 Hotfix//\n\n*Bass*\n-Should no longer get weps on ANY gamemode, only on LMS.\n\n*Darkile*\n-Desperation charge states included now, damage on all projectiles changed slightly to not be so deadly.\n-Desperation alt now has a dark pillar spawn in front of you when used.\n\n//Version Beta-33d8//\n\n*Toymaker*\n-Damage of toys such as grass, fire and water was further reduced to not be so abusive.\n-Durations of grass/fire toy traps were reduced to cut the damage some as well.\n\n*Rin*\n-Shot Put damage nerfed to 85 so while it is not so overpowered, it is still useful enough for a ranged alternative.\n\n*Captain Falcon*\n-No longer can serve himself justice. (Obituary fix)\n\n*Red Mage*\n-Sword Slash was slightly reduced again by 5 damage per A_Explode.\n-Thundara damage slightly lowered to be a bit less annoying. It can still demolish people in its AoE.\n\n*John*\n-The icon is no longer small-sized again. However, it does not blink anymore since it is ran by an InInventory check now.\n(Red Mage should follow suit for the fix that was made)\n\n//Version Beta-33d9//\n\n<General>\n- Themes for Red Mage, John and Rin were added to the music file; consequently, the\n music script was updated.\n- A new control was added to the KEYCONF. This control only works on Rin.\n\n*Black Emperor*\n-Removed. So is his \"owner\".\n\n*Zero*\n-Removed from play. Expected revamp soon.\n\n*Bowser*\n-See Zero.\n\n*Sal*\n-Did a mix of solutions to make Swift still worth using but not so harsh. See below.\n-Swift now does 30 damage (down from 35), and has a delay increase of 1 tic. On a full bar, it uses 1 ammo\nand the full bar gives you 200 uses.\n-When out of ammo, you may still use Swift but at a slower rate.\n\n*Toymaker*\n-Darksword no longer causes pseudo-flying.\n-Gave trap-based attacks like grass/ice/fire +NODAMAGETHRUST so that on hit they will not shove people away.\n-Tried to fix the icicle attack to make it more like a deadly trap. Use it well! Also nerfed the damage from 40 to 25.\n-Said icicle no longer thrusts you up and back when hit.\n\n*BoostTrain*\n-Further decreased armor resistance, back to 1.0\n\n*Rin*\n- Buffed Helicopter Kick.\n- Changed Axe Kick's projectile position. This change automatically increased its\n damage (intended).\n- Added skin frames for Axe Kick (Thanks, Dimpsy).\n- Reduced the knockback when landing on someone with Axe Kick.\n- Reduced the \"hitbox\" of the second Helicopter Kick.\n- Rin's counter no longer gives Buddha.\n- (Hopefully) Fixed an error where a sound would keep playing after the attack was\n executed.\n- If the counter's activated, Rin will now lunge towards the player. A special\n protection was coded so that Rin doesn't fall down pits due to this.\n- Added visual effects for Double Jump (Thanks, Dimpsy).\n- A new control, which was recently added to the KEYCONF, activates & deactivates Aerial\n Moves. This allows Rin for a much more versatile gameplay. Consequently, a new HUD\n thing was made; this indicates whether Aerial Moves are ON/OFF.\n- Reduced Rin's overall range by a small bit.\n- Reduced the additional thrust on Ult. Uppercut.\n\n//Version Beta-33d10//\n\n#Dimpsy changes#\n\n- Sprites updated for:\n* Blue Shell\n* Harp Note\n\n- Updated Captain Falcon\n* Falcon Punch no longer A_Stops you, but in return you go a bit slower during the charge up (Thanks, Light).\n* Falcon Punch nerfed a bit but in return has more speed and more range.\n* He now has a Final Smash, the Blue Falcon.\n* His Blue Falcon sprites were added in his skin folder (under \"Blue Falcon\")\n** Icon sprites for all his weapons are in an \"Icons\" folder.\n* Class file updated to make these changes\n* SBARINFO defined to load several bars for Captain Falcon (I put them on the near top just so you can tell where they are)\n* Custom color relating to the Blue Falcon in WEPACS (Just search \"BLUEFALCON\" and you'll find it, trust me), there's also\nmore custom colors ued for him below, 4 for his Final Smash aura. Really simple to find them since they're right below the\nBLUEFALCON one.\n* Edited Captain Falcon's main sprites to be a little nicer\n* Gave Captain Falcon a HUD (borrowed from Saxton Hale R++, when tbh it's just an edit of Mega Man's HUDs anyways)\n* SNDINFO defined to allow Captain Falcon multiple taunts (Thanks, Acid).\n\n- Updated Boost Train\n* Can now follow up much easier without having to worry about stopping when trying to shoot immediately after boosting.\n\n- Global.acs updated to reflect the new music file I will give out shortly after handing you (Zomo) the file.\n* Captain Falcon now has a 2nd theme\n* Protoman's 1st theme is now just 1 single song\n* Black Emperor's themes removed (He's dead, Jim)\n\nQUICK MUSIC FILE CHANGELOG BECAUSE WHY NOT?:\n* All songs are now upped in volume thanks to an SNDINFO I placed\n* As mentioned above, Protoman's themes and Captain Falcon's themes are involved in this\n* Black Emperor's themes removed (Read above)\n* Dimpsy's themes rearranged (1st theme is a brand new theme from Dragonball Z Xenoverse, the 2nd is the original 1st)\n* Bass's 1st theme is now an .spc.\n\n#End Dimpsy changes#\n\n*Acid Trip*\n-Final Smash now the Mt. Dew triple water waves times 5... or so he tells me.\n-Chaos Blade is return. Will not be surprised if it is a piss powerful attack for being over 500 HP.\n-Zomo change: Armor adjusted to 1.0 but moving speed made 0.8 in all cases. You do NOT need armor like that with\nthe mobility of this class.\n\n<General>\n-Damage of Danger Wrap is not as dangerous anymore, reduced to 18 per explosion from 25. Should be somewhat\nas damaging as vanilla but maybe a bit more now.\n\n//Version Beta-33d11//\n\n<General>\n-Copyfighter/Toymaker removed due to owner request.\n\n//Version Beta-33d12//\n\n*Megaman*\n-Balance shifts to the basic, mid and max charge shots. Each increase in speed a bit noticably per level.\n-Damage adjusted to make basic shots 40% less powerful and 25 speed (50 > 30 damage), mid shots 95 damage and 35 speed,\nand max charge shots 45 speed and 200 damage.\n\n*Captain Falcon*\n-Apparent fixes to attack range and raptor boost coding removed due to not being used.\n\n*Acid Trip*\n-Chaos Blade rebalanced. The normal slash is used under 900 HP now, while the full power slash is used over 900 HP, instead of\n500 HP threshold now.\n-Damage of full-power slash lowered on both the main projectile and bits, as well as the number of parts spat out lowered. Bits do not rip anymore.\n-Damage/range of normal slash lowered. Speed slightly reduced from Slash Claw. Delay between each A_Explode on the slash upped by 1-tic.\n\n<General>\n-Yamato Spear updated to act differently than normal, see what it does!\n-Sakugarne now properly gives copy classes the correct weapon. This was due to not replacing\nSakugarneGiver instead of SakugarneWep.\n-Buster Upgrades should not be overwriting copy class base weps for the time being. That way, the ability for using a final smash is not\nlost until an actual update on weps for each class minus Duo is done later.\n\n//Version Beta-33d13//\n\n*Zomo*\n-Setting the standard for the non-copy class buffs. Several changes have been made to make the class work better,\nand it is suggested that everyone else try to do the same too. Some changes include:\n>Navis being more mobile and useful in their attack AI (not all have been touched yet, bear with me as I update them)\n>Swords having better range and also bigger hitboxes/damage\n>Elemental Swords having effects tied to them sometimes if they hit (good for combos!)\n>Hitboxes/Damage of quite a few chips buffed to have more kill power\n>A LOT of projectiles having flags and properties changed like speed or gaining +RIPPER ability to help them perform better\n>Projectiles gaining +DONTSPLASH (tagged mostly to projectiles you see a lot) to reduce potential lag issues\n\n*BoostTrain*\n-Super Boost alt can now potentially 2HKO, and also has more explosion range. Now you can have more fun!\n-Normal Boost primary (the one on all 3 weps) has a bit more explode range and damage.\n\n*Red Mage*\n-Damage and range on most spells were increased to be a bit more destructive\n-Powerups last longer to be more useful now.\n-Time that buff ban powerup lasts increased as a result of the above change.\n\n*John*\n-Final Smash has more range and damage, so it can now actually kill easier!\n-General DPS of attacks upped.\n-Stun time on the mines decreased by about half.\n\n*Cindy*\n-Double ammo means double fun, am I right? Not really touching until TLP un-buries himself.\n\n*Rin*\n- Shot Put rebuffed some to be a bit more as a reliable attack in a clutch.\n- Gave Axe Kick a slight \"lunge\".\n- Axe Kick should now cause an explosive collision on impact with someone.\n- Ult. Uppercut was nerfed to make the player not rely on it too much.\n- Replaced Helicopter Kick with Freezia Kick. It is the same attack, but it has the\n element of ice, and can slow down enemies.\n- Replaced the \"Aerial Moves\" letters on Rin's SBAR with a \"switch\" of sorts.\n- Gave Freezia Kick a skin animation.\n\n//Version Beta-33e//\n<General>\n- The Smash Ball now has a Cvar to activate/deactivate it (If Cvar is 1/True, Smash Ball\n will spawn normally. If Cvar is 0/False, Smash Ball won't spawn.)\n- Smash Ball's Spawn Time extended to 2 minutes.\n\nSal\n-Most if not all attacks got buffs; see below.\n>Swift: 1-tic faster and 5 more damage, uses 2 ammo now.\n>Shadow Ball: Buffed damage/hitbox, on death a 3-part explosion occurs that can do up to 100 x 3 damage.\n>Dark Pulse: More spread of ball splits, slightly upped damage and hitboxes, now can bounce.\n>Psyshock: Very slight boost in rock damage. Nothing else was changed.\n>Added Psybeam, but better than previous version in that a warning is shown when being used and spawns trails 1 tic faster. Needs 250 ammo, only active on psychic power.\n>Added Feint Attack, a mobility/damager attack for a pinch. After reappearing, you have an explosive damager spawned around you and also smaller ones during the attack. Fully controllable with direction and jumping.\n-Armor is now 1.25, up from 1.2.\n\nDarkile\n-Hitboxes and Damage of most projectiles/auras changed to be more rewarding again. Damage boost in desperation is now 1.5, down from 1.7.\n-Damage on final smash made 33% higher.\n\nZomo\n-Effects added to Aqua/WoodSword and PA projectiles. Hopefully they work?\n\n*Rin*\n- Uncharged Ultimate Uppercut was nerfed.\n- Gave Axe Kick a bit more angle.\n- Removed Axe Kick's Collision FX because it was ugly.\n- Fixed a mistake on Counter Attack which made it last forever.\n- Counter Attack's lunge extended. Pit detection fixed. Cooldown increased.\n- Counter Attack can no longer push enemies. In exchange, the damage was buffed from\n 150 to 180.\n- Rin is no longer resistant to herself.\n- Increased Freezia Kick's range by a small bit. Increased its cooldown.\n- Freezia Kick's FX now last a bit longer.\n- Fixed a mistake that made Rin keep her red outline even after using her FS.\n- Fixed a mistake that made sounds not play correctly due to a A_StopSoundEx.\n- Fixed a mistake that made Rin's gravity be 0.8 even if she was underwater.\n\n//Version Beta-33e2//\n\n*Sal*\n-Now charges her item moves even when holding fire/alt down, but only for that particular weapon. You cannot\ncharge Psybeam bar while using the DarkPower wep, for example.\n\n*Zomo*\n-Freezeman AI was rewritten heavily. While still keeping the ceiling icicles intact, I just made them act more like\nAstro Crush meteors, as they would be now more useful in maps with higher ceilings. See below for details:\n>Most if not all projectiles cause a temporary slowdown effect, akin to AquaSword. Hope you can escape...\n>3 new moves, with some support to move Freezeman around periodically.\n>A Blizzard that can periodically push AND pull everyone at will. WHAT SORCERY IS THIS???\n>A giant Ice Ball that is lobbed and will try to crush/roll over anything in its way.\n>A bunch of ground icicles that are akin to WoodTowers. Simple but effective.\n\n-Napalmman AI rewritten in a way that while his original attacks are mostly intact, he has a few new tricks to mow down enemies:\n>Big Napalm Bomb now comes with a second, and both come with a direct damage of 150/3-part explosion of 100 damage each. Watch out for these.\n>Napalm Spray can leave behind hot fire rings (Napalm) that do A_Explode damage over time until they disappear.\n>Eruption Attack that spawns Napalm Ring lines and Napalm Pillars that move around randomly.\n>Turrets last longer and have 5 rounds of 4 shots each. Speed was about the only thng adjusted on the shots, but they look nice now!\n>Of course, no Navi would be complete without being able to randomly move around to find their targets better now would they?\n\n-Some other minor buffs to the yet-to-be-touched Navis until I get around to them:\n>Bubbleman now shoots 5 volleys of 6 harpoons each, equaling 30 in total.\n>Freezeman/Bass/Napalmman can now try to randomly find their target by ANY means necessary, using NOCLIP\npowers to their advantage. Due to limitations, they could possibly be stuck and may once again attempt to find a way back to their target if possible.\n\n<General>\n-Quick Boomerang now shoots 3 boomerangs instead of 1; the damage should be about the same.\n-Knight Crush is weaker on the initial shot, but on return is stronger/faster and has a trail.\n\n//Version Beta-33e3//\n\n*Zomo*\n-Scripting redone to hopefully reduce chances of getting Mega/Giga chips. It should obviously be rarer to get Bass as a result.\n-Should you ever get a roll for a Bass chip, it will check to see if you have one and if so, reroll from a normal list instead.\n-Freezeman's speed reduction effect is now reduced in duration and is less of a speed drop.\n-Cooldowns on megas/gigas increased to compensate for their general ability to last longer and be more effective.\n-Added a protection powerup on use of a Freezeman chip that lasts for 30 seconds and blocks a good chunk of damage from your own and others' Freezeman summons\n(monster limitations suck). Painstate now checks for this powerup before determining whether or not to apply the slow effect.\n-Bubbleman AI rewritten some. Now has joined the ranks of those who can teleport near their targets. He also has two somewhat interesting\nweapons in his arsenal: Bubble Bombs (these bounce and eventually explode, generally not at the same time as each other) and Bubble Mines, slightly changed Danger Wrap\nprojectiles.\n\n*Dimpsy*\n-New death state and sound effect.\n-Blast Processor's soul has fused together with Dimpsy, thus giving him the power to use her latent powers of spitting out SEGA garbage. SegaWep still has the\nSonic Speed stuff to my knowledge.\n-A DBZ-based wep has been added.\n-Buff to DrillArm and TacoDropper.\n\n*John*\n-Some miscellaneous buffs to put him at a higher DPS rate.\n\n*Red Mage*\n-Fira buffed.\n\n*Sal*\n-Dropped down the damage that Feint Attack can do by 20% in general, including the big damager at the end.\n-On hit, Dark Pulse should now give a 1 second powerup that drops damage of the orbs by 20%. this should help people a bit who just got hit by the actual attack\nand still allow everyone else to be hit by the lingering orbs for full damage.\n-Amount of orbs from Dark Pulse have been reduced by 2. Damage on the main attack and the death state A_Explode reduced slightly.\n\n<General>\n-Acid Trip has been removed from play.\n-Dominance of the best OC has been re-established since Cindy decided to leave.\n\n//Version Beta-33e4//\na lazy changelog made by light woo\n\n<Zomo>\n- There was a change to how anti-damage handles so it isn't depending on everything doing at least 1-10 damage to trigger\n\n<Rin>\n- Ult. Uppercut can no longer be \"pocketed\".\n- Final Smash replaced with Doomsday.\n- Added some translations for Rin's uppercut.\n- Added more skin frames for Uppercut and Doomsday.\n- Any other changes not mentioned should be written here kthxbai.\n\n//Version Beta-34//\n<Duo>\n- Duo got a revamp. Needs a lot of tweaking.\n\n<ProtoMan>\n- Revamped.\n\n<Zomo>\n- Mega and Giga Chip max amounts reduced to 1.\n- Removed two A_Log actions.\n\n<John>\n- New attack, the Napalm Shower.\n\n<Bass>\n- A bug in which Script 998's sound would repeatedly loop was fixed.\n\n//Version Beta-34a//\n*Zero*\nRemoved from TheMod. Do NOT readd.\n\n//Version Beta-34b//\n*Zomo*\n-In the latest episode of Zomo Fucks Up, he manages to somehow make the regular Boomerang chip do 0 damage altogether! It now does 70. Have fun.\n-Hitboxes of all boomerangs adjusted to allow them to have a better chance of hitting easier.\n-The experiment that made Napalmman change colors in the past based on you having an Attack+ chip active will now actually give a powered-up Napalmman summon (not the turrets yet).\nThis may exaggerate the multiple lower-damage shots and make them do fairly absurd damage, so keep that in mind. On the plus side, making an effect apply to an indirect attack\nby ANY means will force-remove your powerup(s), so pick wisely: Powered-up navi or a 10-second boost to all direct attacks?\n-PA added: TimeBomb+! Does more damage than 3 together and packs quite a punch with some very nice range. Do not get too close or you're pretty much guaranteed to die\nunless you have good armor.\n\n*Dimpsy*\n-SBARINFO stuff updated for recent wep additions, mostly SegaPower/DBZ wep\n-SegaPower wep is more useful, as projectiles have better hitboxes in general and/or do more damage.\n-BoostWep changed to be a bit more useful but not like the annoying OP version\n-Soundclip additions everywhere!\n\n*Captain Falcon*\n-Finally has a ranged option in the form of a ray gun.\n\n*BoostTrain*\n-Coding optimized.\n-Final Smash train given an Astro Crush hitbox for some reason.\n\n*Red Mage*\n-Her taunt has finally been made LOUDER! Yay...\n\n*John*\n-Napalm Shower now charges passively through flash state. Hopefully it doesn't hit us\ntoo hard... eaugh.\n\n*Protoman*\n-Fire3 now more in sync (Though I kept checking this and they were fairly in sync).\n-Dash no longer reflects projectiles (I doubt this even worked in the first place).\n-Dash now should play the animation online.\n-Fire3 is now actually ProtoStrike, but when you get the Proto Buster Upgrade, you use it for Fire1 and 2 as well, Fire3\n becomes the Green Buster shots.\n-New item in items file, this is defined properly in ItemGiver (It's so Proto can actually pickup the ProtoUpgradeGiver)\n-3 new icons defined in TEXTURES.ICONS (One for Buster, one for the Saber which I will have Light code)\n-New Nuclear Core mechanic, taking damage fills up the bar and at full you shoot out the Big Bang Blitz, thus making room for\n a new Final Smash.\n-This also means a new bar defined in the SBARs, located at top for easy finding\n-New skin sprites for some things, such as the Big Bang Blitz\n\n*Duo*\n- Lvl 2 Charge HUD replaced because Dru gets epilepsy from seeing them.\n- Duo Shockwave revamped by a small bit; Tapping once starts a steerable dash.\n Tapping again while the dash is active will instantly send you to the ground\n to execute the shockwave punch.\n- Duo Meteor revamped by a small bit; it works like Justified's, but the\n forward thrust is reduced, and colliding with the floor or ceiling spawns\n shockwaves.\n- Final Smash spawning method changed. Should be worth the use now.\n\n*Rin*\n- Counter replaced by Parry. Activating it will deflect attacks that hit Rin\n within the next 4 tics after its use. The actor animation was consequently\n changed to match the attack duration.\n\n*Blews*\n-His class finally exists! Description below:\n>Primary is a continuous laser beam, not too damaging but can be held and fired very fast. Chews ammo quite a bit.\n>Alt throws a delta bomb a short distance away. The bomb itself does no damage, and bounces off obstacles and players. Hit altfire for an explosion that will be remembered.\n-The bomb should self-detonate if the player owning it dies.\n\n<General>\n-Magnet Missile now shoots a tiny Magnetman, even randomly picks from 4 sounds which I also added in, defined in SNDINFO, ect.\n-Tornado Hold is now bigger and sends you up faster, but deals less damage\n-Search Snake now shoots a Solid Snake randomly, also SFX\n-Assists updated, see below:\n* Cosmicman and Bomberman made to deal quite a bit more damage\n* Comet Shot removed from Cosmicman, being the most useless projectile\n* Cosmic Knuckle has knockback\n* Big Bomb has more range\n* All Bomberman bombs placed on the ground explode faster\n\n//Version Beta-34c\n\n*BoostTrain*\n-Armor changed to 1.15, from 1.0. Easier to kill now, no?\n\n*Bass*\n-Consistency checks done for MM1-3 this time around. MM4-6, MM7-MMB+TM to follow in the next 2 sessions.\n\n*Zomo*\n-Hopefully Napalmman should not cause too much hitstun with his napalm flames now.\n-Added support to help test chips/PAs on a whim during sessions. ASK BEFORE USING THEM, THEY ARE NOT TO BE ABUSED UNLESS YOU ARE TESTING THEM.\n\n*Blews*\n-Hitstun of laser should be gone now... I hope.\n-Damage of delta bombs made to be a bit more survivable; however, 3 are now placeable.\n-Detonation of delta bombs is now carried out by an item.\n-Primary has a weaker mainfire when out of ammo. Just something to use in a pinch.\n\n*Protoman*\n- Protoman updated\n* Classfile now delays and nerf the explosions\n* Half chance of Proto Buster Upgrade showing up\n* Proto Buster Upgrade dropper now has a limited appearance\n* New sprite in wep folder\n* SBAR defined for getting full Nuclear Core ammo, it's to tell the player that you indeed, have full ammo and have an attack\nto use.\n* Big Bang Blitz is now fired off with alt so you can still fire with the Buster if you want.\n\n<General>\n-Ice Wall damage to do 7 instead of 8; this equals 35 per tic instead of 40. Also has a smaller hitbox (36R 96H > 30R 80H)\n-The actual ice wall (sliding one) does 15 rip damage, down from 18. This also has a smaller hitbox now.\n-Search Snake buffed to do more damage and is faster.\n-Tornado Hold given a bit more boost\n\n//Version Beta-34d//\n\nManager Note: Lots of changes this version. This is a very important test, so make ABSOLUTE sure to test everything mentioned as a change below. Also,\nadding in a change I forgot last session (Freezeman summon no longer pulls/pushes and the chill effect duration got reduced) ~Zomo\n\n*Megaman* (Now managed by Zomo)\n-Now should have the ability to slide on ANY weapon, even the copyweps and TM ones. No more switching to get in a quick slide! On that note, some weapons would look wonky\nwhile sliding so for most shield weps minus Leaf Shield, I tweaked them to automatically switch off and proceed with the slide, should you be on the floor. Be warned that turning\noff a shield effect will act the same way as it did on the primary, so it may do something weird but otherwise act normally.\n-Now has the ability to use a final smash on ANY weapon. Huzzah for not having to switch to the MegaBuster anymore!\n\n*Bass* (Now managed by Zomo)\n-Now has his own version of Skull Barrier, which makes it easier to manage over having to share a weapon. RIP Hell Wheel.\n-Due to the above, the LMS script check should instead be able to give him his Skull Barrier too.\n-Final Smash was reinstalled. Oh, did I mention he can use it on ANY weapon?!? I did some changes to it so it is a bit more fair since the last version:\n>Health dropped from 1750 to 1250.\n>Plant Barrier no longer loops indefinitely until it hits a certain HP value, it does 20 cycles and stops and will also stop at X HP, whichever comes first.\n>Damage of a couple projectiles have been adjusted to be a bit more forgiving. Still pretty useful regardless.\n>Obituaries are now more customized to let you know what exactly you died to. Only works with friendly monsters.\n>Timer put on the monster to force it to go away after it gets 200 of a certain item.\n>Thanks to Final Smash balls not being able to be multi-used as much, groups of clones should not be an issue anymore.\n>Hitbox increased slightly to make it easier to hit.\n>Painchance doubled to allow it to be disrupted a bit easier.\n>Usage of Final Smash is now more immediate. Good job TLP, your coding is the best... not really.\nNOTE: Planned changes include using one wep from each classic game + one TM wep. The Plant Barrier gimmick is pretty nice and will be kept.\n-Can now dash on ANY weapon, including the TM weapons. Like above, the shield weapons are expected to have the most potential of being buggy so\nwatch for that.\n-ALL Bass version weps are now consistent with their normal TM counterparts. Yay.\n\n*Duo*\n- Ammo regen changed to Flash; Duo regens 2 ammo every 5 tics.\n\n*Blews*\n-Noammo laser does 7 damage, changed from 6. No longer has +CLIENTSIDEONLY now. Hitbox of said laser doubled to 8/8 from 4/4.\n-Normal beam does 15 damage, changed from 14.\n-Has a bit more ammo capacity to play with (175 ammo from 150).\n-Now starts with some ammo to give the class a bit more of a fighting chance.\n\n*Zomo*\n-No longer has a pet Glaceon to defend him. Assist now summonable by the Power Stand. Will clean her up later.\n\n*Dimpsy*\n-SegaWep has more changes to the projectiles again, see below for class owner notes:\n>Hitboxes improved\n>Buffed some projectiles\n>SEGA logo now stuns\n>&Knuckles summons a bunch of Knuckles\n\n*Captain Falcon*\n-Falcon Kick aerial/ground made to be more effective and useful:\n>Hitbox and range of both attacks increased as well as damage somewhat\n>Ground kick lasts longer but still goes roughly the same distance\n\n*Rin*\n-Axe Kick made more effective, as the ground impact causes A_Explode damage\n-Axe Kick's thrust & recoil are now done via A_ChangeVelocity, which makes the attack a lot more aimable.\n\n<General>\n-RNG Hammer has less delay between starting the attack and when it actually produces its attacks. Hitboxes of projectiles increased by x2.\n-Missile Wep does a bit more damage and picks up speed as it moves forward.\n-Top Spin mysteriously gots its ability to make you act like a spinning music box back again.\n-BoostTrain copywep was feeling a bit under-loved. Buffed the A_Explode damage from 4 to 15. It can now 3HKO, not too shabby.\n-Dragon Gun and Blue Shell weps both have only one use per bar now. Blue Shell takes 3 W-Tanks exactly to fill the bar, while Dragon Gun, being so powerful,\nremoves itself after the one use. Aim carefully!\n-Hard Knuckle re-buffed to near vanilla standards once more. Now has 4 uses with no ammo leftover now. May adjust later.\n-Skull Barrier now gives itself instead of Hell Wheel, as I determined it does not have much use. For future reference, certain weps\nhave their own specific givers, inherit from them instead of the weapon next time!\nNOTE: Make sure to buff any indirect projectiles on copyweps if needed later.\n\n//Version 34d2+3 Hotfix//\n\n*Zomo*\n-The TimeBomb+ PA bug should be fixed and working as intended now.\n\n*Bass*\n-Final Smash clone should be a bit faster and responsive, and should be a bit more difficult to kill on spawn now.\n\n<General>\n-Both versions of Yamato Spear should now not chew as much ammo as they did before. As a result, normal/omega versions of the projectiles had damage/size adjustments.\n-Power Stand should now have a state to default to in case it hiccups. If it still decides to not spawn anything, it is the monster maker at fault.\n-Obit for dying generically has been edited.\n-WEPACS should now give a bit more ammo to some select TM weapons... hopefully.\n-Mega Final Smash clones adjusted to have slightly better visual effects and varying laser speeds.\n\n//Version Beta 34d4//\n\n*Zomo*\n-What happens when you combine a Meteors, Attack+ and an Uninstall chip? If you guessed that your computer goes down the shitter,\nthat COULD be a possibility. If you guessed that the unorthodox combination produces the long-awaited SunMoon Program Advance, however...\nyou would be correct. The power of meteors, lasers and celestial bodies are at your disposal now! Maybe you might want to not use those\nAttack+ chips so readily and have an actual use for Uninstall rather than simply missing with it... (Yes, it does not bug PA Handling, I tested\nthat).\n-Sprite conflicts found when using a certain PA with a certain weapon active. Fixed.\n\n*Dimpsy*\n-Death.Beam state rewritten slightly and adjustments to the SAO death state should hopefully eliminate the potential to crash if RNG decides to not cooperate.\nHow many times must I tell you all to quit fucking using A_Jump(random(0,256))? If it fails and you have no tic delay, it MIGHT crash!\n\n<General>\n-Super Arm should now correctly get rid of its projectiles upon using altfire and also clear the temporary actors as well on both weapons. Apparently Bass already did this to a degree\nbut was not consistent with Sanics being thrown. Go figure.\n\n//Version Beta 34d5 (Some quick-fix)//\n\n*Blews*\n-Blews Beam has been fixed to cause less issues.\n\n*Duo*\n-Meteor attack made less damaging so it does not literally crush everyone.\n\n<General>\n-Most, if not all, classes should have their recoil removed.\n-Scripting I made now provides cooldown-free final smash testing.\n-Music issues should be fixed. CF had incorrect format, Blews had an incorrect weapon check.\n\n//Version Beta 34d6//\n\n*Sal*\n-Music should NOW work. In fact, you get: 100+ songs in the filespace of 100kb! (Note, changemus SALMUS then track #, like SALMUS 99)\n\n*Blews*\n-Taunt added.\n\n*Captain Falcon*\n-Falcon Kick is a bit less spammy and damage has been dropped slightly. In exchange, the ground kick damagers happen for 15 tics now.\n-Final Smash now works much better. In fact, you should now be able to more effectively run people over for 10 seconds and jump out stylishly (minus a Protoman grappling joke) to\npotentially have it crash into someone.\n\n*BoostTrain*\n-Now has all abilities consolidated into 2 weps: Mini/Big boost on 1, smoke/coal on the other.\n\n*Darkile*\n-Has music changes just like Sal, except hers didn't work.\n\n<General>\n-Yamato Spear for Bass should now allow him to dash. Sounds added to all shots, damage of omega shots dropped just a tad.\n-Magnet Missile now uses 2 ammo instead of 3 to account for not having unused ammo from a full bar. Compared to vanilla, it uses 3. Why? Who knows...\n\n//Version Beta 34d7//\n\n~@Announcement@~\nAll testers, while not required, should honestly record demos for test sessions. Doomseeker has a very easy option by simply pressing the button with a red circle in it, which you done before joining a server. Please label each session as you go along,\nand save it in case of annoying bugs. Remember... if I cannot see the proof of it happening, then it has little hope to be fixed in a timely manner. It takes enough time to fix an issue, but takes much longer to find it without the evidence.\n\n*Zomo*\n-All AntiDamage-related material has now been moved over to the script to be handled. In will not bother to turn on Buddha if you somehow manage to enter 0HP and will throw up a debug\nmessage stating that this has happened. Notify me if you find a way to bypass this, and most importantly... record your test sessions with Doomseeker. It is a surefire way to catch desyncs and unlike\nyou, the demos will not lie! Simply press record before entering a test server with us.\n-As due to the above, jumping into hazards will immediately nullify your AntiDamage effect and proceed to kill you as normal (or it should anyways). Also, Invisible show no longer be a protection vs hazards, as you have to be able to take even a slight amount\nof damage for that to count. Keep in mind Invisible is meant to protect from most attacks with some exceptions (generally some electric attacks, light/beam attacks, sure-fire hitters, etc).\n-Slightly decreased the chances of getting Navi Chips further.\n-Actually made sure Freezeman no longer pushes/pulls.\n-One of the Blizzard Storm sets were commented out for whatever reason, I put it back in exchange for the attack pattern/each set itself lasting not as long as previously when both did exist.\n-Most, if not all, fire-based projectiles (a few types of meteors included) now can ignite oil pits. It is a good day to be NapalmMan!\n-+DONTSPLASH added to more projectiles, especially ones that have a set duration. Splash actors can lag too you know!\n-SunMoon has a decently bigger spawning area now for meteors/beams, with slightly descaled sprite size as well. Spawns 1 tic faster and 5 more come in too. In exchange, damage slightly lowered.\n-Bubbleman Bomb attack pattern only lasts for 3 loops instead of 5, and bounce less. However, they now can move over more than 1 plane. This should make them more effective. Being a bit faster, they now has more chance of\npopping unexpectedly and do a bit less damage.\n-Replaced the sprite for the AntiDamage going off (check below Zomo's feet when he fakes you out!)\n\n*Rin*\n-Freezia Kick made quite a bit more effective, it covers a bit more range but does acceptable damage as a Top Spin clone for being able to slow people.\n-Normal Ultimate Uppercut has had hitstun removed, although the charged version has Z-Thrust, it will not A_Stop you now.\n-Obituary error fixed on the Axe Kick attack. Seriously, try it; the attack is actually more effective now!\n-Axe Kick has more x-axis distance coverage.\n-You get: New taunt!\n-Final Smash revamped to be a LOT more effective, see below:\n>You can now move during the entire attack (at least when it matters, I still opted to lock movement until the starting effects play out).\n>The effects during the attack now follow you based on your position.\n>The explosive damagers also now follow you, and have been adjusted on their explosion size and damage here and there.\n>5 actors now handle the damage part of the attack for convenience reasons.\n>The Final Smash now seems to last about as long as the previous, except there is about 1 second before it starts (big difference, trust me)\nand the attack itself lasts 150 tics, or a bit shy of 5 seconds.\n>You are instead invincible/seeable during the attack, to prevent skin frame disruption and to follow how other FS attacks work.\n>Zomo-approved special effects/soundclips added for good effect. All-in-all, a nice destructive Final Smash for a melee-based character.\n\n*Red Mage*\n-Aerora does more damage for how basic it is, still wish it had good visuals and not-basic coding.\n-Thundara does less direct damage and more explosive damage.\n-Fira is a bit slower once it goes into homing mode.\n-Protect removed... even though it COULD have done something if used right.\n-Slow has less usage lag.\n-Blizzara could not damage if used right inside someone. Fixed. Also fires 5 instead of 3, and buffed in explode range/damage a bit.\n-Final Smash edited to raze until it meets a wall it cannot climb.\n-Red Mage coding optimized with inheriting and other size-saving tricks. Sorry motherfucker, Zomo is assisting on this class!\n-Obits changed to be not so generic.\n\n*Darkile*\n-New alt: the power to whip people with a couple of shadow whips or with 2 purple hands. Oh boy.\n-DarkVoid2 no longer bounces.\n-DarkVoid3 does more damage, and on death produces explosive damage before deciding whether or not to produce floor darkness spikes.\n-Changed 4th charge attack, see it for yourself.\n-Final Smash buffed to pre-nerf standards once more.\n-DuskVoid4 (ripping DuskVoid2) buffed a bit.\n\n*Captain Falcon*\n-Attempted fix on a Blue Falcon desync.\n\n*Protoman*\n-A couple of potentially wonky situations with the HUD messing up with a flash state has been fixed.\n-The Big Bang Strike had hitbox/explosion range adjustments and slight damage increase to be more worthy of using.\n\n*Duo*\n-General buffs/slight changes to obits/damage/hitboxes/speed/actions of primary attack on both weps.\n-Duo Meteor used to stop ammo regen if cancelled early. No longer does this.\n-Minor tweaks to Final Smash to make it a bit more than a single target nuke. JUSTICE BITCH!\n-Buffs to Wep 1 primary to make it more able to kill. Power to the tanks!\n-Mid charge Duo Fist launches 3 Mid Fists.\n-Inherits for Duo's fist attacks were made especially for him, while generic TM versions were provided with scaling in mind\nin Duo's wep files if/when the copywep gets a revamp later.\n\n<General>\n-Magnet Missile was too good for its current standards. Lowered speed and seeking ability slightly to accomodate for being able to use it more.\nAlso, damage got slightly lowered, and the delay between each attack has been increased a bit.\n-Glaceon assist cleaned up and buffed to be more at a usable standard now that it is effectively a rarer sight. Its coding has been moved to the assists file as well.\n-Powerup is now given to any person that summons a Glaceon that protects them a good bit from their own summon, as monster AI in general is not 100% foolproof in not damaging its user.\n-Eddie has made a return and now deals kindly with our own TM Vanilla stuff. Has less priority than Auto for an appearance, however.\n-So you all wanted an actual purple cat summon? Watch out for them as they can now spawn rarely from Tango Summon item. On that note, Tango Roll is buffed to do fun damage now.\n-Treble Sentry buffed. Hitbox/damage/amount/speed of pellet altered for the better, and Treble sprays more with less delay as well per round.\n\n//Version Beta 34d7c//\n\n*Zomo*\n-Last minute tweaks on Navis so they are not terrorizing the place as much (i.e. Mega/Giga chip rarity, how long they can stay, etc.)\n-Magbolt pull range/pull strength and damage/explosion range tweaked to not be as bullshit.\n\n*Sal*\n-Has slightly slower ammo regen.\n-No longer starts with full DarkPower bar, although it may be full by the time you decide to switch to it.\n\n*Rin*\n-Taunt should be louder now.\n\n*Blews*\n-Taunt should be made louder now as well.\n\n*Red Mage*\n-Aerora was supposed to be changed last test, now it is different.\n-Damage was buffed from Jake's version by Zomo.\n-Blink is now generally much more useful... but be careful with how you use it.\n\n*Darkile*\n-Was referencing music that did not exist anymore. Was also in twice.\n-Increased the delay on normal altfire/desp altfire.\n\n*Duo*\n-Used an incorrect weapon check for music. Fixed.\n\n<General>\n-Final cleanup procedures should hopefully be done, to prevent potential abuse of hidden scripting.\n-Protoman not deemed ready to be used. Commented out for now.\n\n//Final-Version (Public-Beta v1)\n\n*Duo*\n-2nd wep now should give back the 1st wep if cancelled early.\n\n*Rin*\n-Axe Kick was too abusable. More delay added and damage/explode range scaled back on all fronts to not be as destructive.\n\n<General>\n-All upgrades should now have their final smashes enabled.\n-Needle Cannon now charges up to minigun-speed MUCH quicker.\n-Yamato Spear hitbox reduced slightly, delay added between Omega Spear shots.\n-Plant Barrier now drains ammo if in the Waiting state."
},
{
"source": "pk3",
"name": "README.txt",
"contents": "======!IMPORTANT! READ BEFORE ANY QUESTIONS OR BASH-SESSIONS !IMPORTANT!======\n\nSo, uhh... I doubt ANYONE outside the dev team people who get to have this file\nwill get to even see this, but I rather get these pleasantries out of the way\nbefore I end up getting incoming hate missiles thrown my way. You may call me\nZomo (or the totally original Homo because that joke is not overused). I guess\nyou might consider me the owner of this mod that people may or may not see. I am\nsaying this because if I ever do release this to the public, at least you\nknow who to throw complaints to. I am only doing for pure shits and giggles and\nto help myself get better with general decorate/acs know-how in case I ever\ndecide to get into future serious projects (that is assuming I ever feel it\nmight be worth staying around). I will just say this now... IT WILL MOST LIKELY\nOFFEND MANY PEOPLE IN GENERAL IN SOME WAY AND CAUSE MASSIVE BUTTHURT TO OTHERS.\nIf you somehow fall into that category, I am sorry to tell you that we will not\ncater to your issues, as this is just for shits and giggles amongst good friends.\nThat does NOT mean we will not fix any legitimate issues as my goal is to get\nbetter at Doom coding while trying to have a good time throwing around random\nantics, and having to fix issues and make whatever will help me with said goal.\nThis is nothing more than a joke project that could be taken somewhat seriously\nfrom a technical standpoint. Also it is very likely to contain remnants of code\nfrom existing mods (that is, if I feel that it would either help me understand\nsomething better or save me some time), and if you happen to see that your work\nis used in some way, I apologize in advance. You could feel slightly honored I\ndid use your work in some way, but still I generally will try to not make it\nexactly like yours. Hopefully by putting that disclaimer on the table I can\navoid a good chunk of flak from some of the more seasoned coders and players,\nbut... keep in mind that if anything is clearly recognizable then I probably have\na good reason to leave it as-is. In those cases that reason will be for the sake\nof inside jokes or venting towards a person or two. Otherwise, it probably is due\nto my laziness and I would remove it if requested.\n\nTL;DR version: Credit is due where applicable, Zomo and friends try things one\nnormally would not see in a typical mod, and massive trolling plus booty hunting\nand shenanigans will happen. YOU HAVE BEEN WARNED. Oh, we also have some furries\nI guess. Do not worry, being a furry or weaponizing them is entirely optional..."
},
{
"source": "pk3",
"name": "Actors/WeapGiver.txt",
"contents": "Actor WepTMGiver : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\nInventory.PickUpMessage \"Power up! Mega Buster!\"\nInventory.PickUpSound \"weapon/weaponup\"\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.RespawnTics 5\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"MegaBusterTM\",1,\"Failure\")\nGoTo Verify\nVerify:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nFailure:\nDUST B 0\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"MegaBusterTM\",1)\nStop\n}\n}\n\n//MM1\nActor SuperArmWepTMGiver : WepTMGiver replaces SuperArmWep\n{\nInventory.PickUpMessage \"Power Up! Super Arm!\"\nStates\n{\nSpawn:\nWEAP O 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SuperArmWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpifInventory(\"SuperArmWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SuperArmWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"SuperArmWepTM\",1)\nStop\n}\n}\n\nActor RollingCutterWepTMGiver : WepTMGiver replaces RollingCutterWep\n{\nInventory.PickUpMessage \"Power up! Rolling Cutter!\"\nStates\n{\nSpawn:\nWEA2 F 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"RollingCutterWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"RollingCutterWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"RollingCutterWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"RollingCutterWepTM\",1)\nStop\n}\n}\n\nActor ThunderBeamWepTMGiver : WepTMGiver replaces ThunderBeamWep\n{\nInventory.PickUpMessage \"Power up! Thunder Beam!\"\nStates\n{\nSpawn:\nWEAP R 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"ThunderBeamWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderBeamWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"ThunderBeamWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"ThunderBeamWepTM\",1)\nStop\n}\n}\n\nActor HyperBombWepTMGiver : WepTMGiver replaces HyperBombWep\n{\nInventory.PickUpMessage \"Power Up! Hyper Bomb!\"\nStates\n{\nSpawn:\nWEAP H 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"HyperBombWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"HyperBombWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"HyperBombWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"HyperBombWepTM\",1)\nStop\n}\n}\n\nActor FireStormWepTMGiver : WepTMGiver replaces FireStormWep\n{\nInventory.PickUpMessage \"Power Up! Fire Storm!\"\nStates\n{\nSpawn:\nWEAP Y 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"FireStormWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"FireStormWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"FireStormWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"FireStormWepTM\",1)\nStop\n}\n}\n\nActor IceSlasherWepTMGiver : WepTMGiver replaces IceSlasherWep\n{\nInventory.PickUpMessage \"Power Up! Ice Slasher!\"\nStates\n{\nSpawn:\nWEAP P 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"IceSlasherWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"IceSlasherWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"IceSlasherWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"IceSlasherWepTM\",1)\nStop\n}\n}\n\n//MM2\nActor BubbleLeadWepTMGiver : WepTMGiver replaces BubbleLeadWep\n{\nInventory.PickUpMessage \"Power up! Bubble Lead!\"\nStates\n{\nSpawn:\nWEAP D 1\nLoop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"BubbleLeadWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"BubbleLeadWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"BubbleLeadWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"BubbleLeadWepTM\",1)\nStop\n}\n}\n\nActor AirShooterWepTMGiver : WepTMGiver replaces AirShooterWep\n{\nInventory.PickUpMessage \"Power up! Air Shooter!\"\nStates\n{\nSpawn:\nWEAP G 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"AirShooterWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"AirShooterWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"AirShooterWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"AirShooterWepTM\",1)\nStop\n}\n}\n\nActor AtomicFireWepTMGiver : WepTMGiver replaces AtomicFireWep\n{\nInventory.PickUpMessage \"Power up! Atomic Fire!\"\nStates\n{\nSpawn:\nWEAP E 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"AtomicFireWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"AtomicFireWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"AtomicFireWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"AtomicFireWepTM\",1)\nStop\n}\n}\n\nActor MetalBladeWepTMGiver : WepTMGiver replaces MetalBladeWep\n{\nInventory.PickUpMessage \"Power Up! Metal Blade!\"\nStates\n{\nSpawn:\nWEAP S 1\nLoop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"MetalBladeWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"MetalBladeWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"MetalBladeWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"MetalBladeWepTM\",1)\nStop\n}\n}\n\nActor CrashBombWepTMGiver : WepTMGiver replaces CrashBombWep\n{\nInventory.PickUpMessage \"Power Up! Crash Bomb!\"\nStates\n{\nSpawn:\nWEA2 C 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"CrashBombWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"CrashBombWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"CrashBombWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"CrashBombWepTM\",1)\nStop\n}\n}\n\nActor LeafShieldWepTMGiver : WepTMGiver replaces LeafShieldWep\n{\nInventory.PickUpMessage \"Power Up! Leaf Shield!\"\nStates\n{\nSpawn:\nWEAP F 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"LeafShieldWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"LeafShieldWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"LeafShieldWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"LeafShieldWepTM\",1)\nStop\n}\n}\n\nActor QuickBoomerangWepTMGiver : WepTMGiver replaces QuickBoomerangWep\n{\nInventory.PickUpMessage \"Power Up! Quick Boomerang!\"\nStates\n{\nSpawn:\nWEAP Z 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"QuickBoomerangWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"QuickBoomerangWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"QuickBoomerangWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"QuickBoomerangWepTM\",1)\nStop\n}\n}\n\nactor TimeStopperGiverTM : WepTMGiver replaces TimeStopperGiver\n{\nInventory.Pickupmessage \"Power Up! Time Stopper!\"\ninventory.pickupsound \"weapon/weaponup\"\nInventory.RespawnTics 1800\nscale 2.0\nstates\n{\nSpawn:\nWEAP N 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"TimeStopperWepTM\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"TimeStopperWepTM\",1)\nStop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\n//MM3\nActor GeminiLaserWepTMGiver : WepTMGiver replaces GeminiLaserWep\n{\nInventory.PickUpMessage \"Power Up! Gemini Laser!\"\nStates\n{\nSpawn:\nWEAP M 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"GeminiLaserWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"GeminiLaserWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"GeminiLaserWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"GeminiLaserWepTM\",1)\nStop\n}\n}\n\nActor NeedleCannonWepTMGiver : WepTMGiver replaces NeedleCannonWep\n{\nInventory.PickUpMessage \"Power up! Needle Cannon!\"\nStates\n{\nSpawn:\nWEAP L 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"NeedleCannonWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"NeedleCannonWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"NeedleCannonWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"NeedleCannonWepTM\",1)\nStop\n}\n}\n\nActor HardKnuckleWepTMGiver : WepTMGiver replaces HardKnuckleWep\n{\nInventory.PickUpMessage \"Power Up! Hard Knuckle!\"\nStates\n{\nSpawn:\nWEAP T 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"HardKnuckleWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"HardKnuckleWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"HardKnuckleWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"HardKnuckleWepTM\",1)\nStop\n}\n}\n\nActor SearchSnakeWepTMGiver : WepTMGiver replaces SearchSnakeWep\n{\nInventory.PickUpMessage \"Power Up! Search Snake!\"\nStates\n{\nSpawn:\nWEAP K 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SearchSnakeWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"SearchSnakeWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SearchSnakeWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"SearchSnakeWepTM\",1)\nStop\n}\n}\n\nActor ShadowBladeWepTMGiver : WepTMGiver replaces ShadowBladeWep\n{\nInventory.PickUpMessage \"Power Up! Shadow Blade!\"\nStates\n{\nSpawn:\nWEAP A 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"ShadowBladeWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"ShadowBladeWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"ShadowBladeWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"ShadowBladeWepTM\",1)\nStop\n}\n}\n\nActor SparkShockWepTMGiver : WepTMGiver replaces SparkShockWep\n{\nInventory.PickUpMessage \"Power Up! Spark Shock!\"\nStates\n{\nSpawn:\nWEA2 G 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SparkShockWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"SparkShockWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SparkShockWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"SparkShockWepTM\",1)\nStop\n}\n}\n\nActor TopSpinWepTMGiver : WepTMGiver replaces TopSpinWep\n{\nInventory.PickUpMessage \"Power Up! Top Spin!\"\nStates\n{\nSpawn:\nWEAP J 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"TopSpinWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"TopSpinWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"TopSpinWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"TopSpinWepTM\",1)\nStop\n}\n}\n\nActor MagnetMissileWepTMGiver : WepTMGiver replaces MagnetMissileWep\n{\nInventory.PickUpSound \"misc/magpow\"\nInventory.PickUpMessage \"\\cgMagnetman\\cj: HE'S GETTING MY POWEERRR!\"\nStates\n{\nSpawn:\nWEAP I 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"MagnetMissileWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"MagnetMissileWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"MagnetMissileWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"MagnetMissileWepTM\",1)\nStop\n}\n}\n\n//MM4\nActor DrillBombWepTMGiver : WepTMGiver replaces DrillBombWep\n{\nInventory.PickUpMessage \"Power Up! Drill Bomb!\"\nStates\n{\nSpawn:\nWEAP V 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"DrillBombWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"DrillBombWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"DrillBombWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"DrillBombWepTM\",1)\nStop\n}\n}\n\nActor DustCrusherWepTMGiver : WepTMGiver replaces DustCrusherWep\n{\nInventory.PickUpMessage \"Power Up! Dust Crusher!\"\nStates\n{\nSpawn:\nWEA2 K 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"DustCrusherWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"DustCrusherWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"DustCrusherWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"DustCrusherWepTM\",1)\nStop\n}\n}\n\nActor FlashStopperWepTMGiver : WepTMGiver replaces FlashStopperGiver\n{\nInventory.PickUpMessage \"Power Up! Flash Stopper!\"\nStates\n{\nSpawn:\nWEA3 E 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"FlashStopperWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"FlashStopperWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"FlashStopperWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"FlashStopperWepTM\",1)\nStop\n}\n}\n\nActor PharaohShotWepTMGiver : WepTMGiver replaces PharaohShotWep\n{\nInventory.PickUpMessage \"Power up! Pharaoh Shot!\"\nStates\n{\nSpawn:\nWEA2 L 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"PharaohShotWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"PharaohShotWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"PharaohShotWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"PharaohShotWepTM\",1)\nStop\n}\n}\n\nActor SkullBarrierWepTMGiver : WepTMGiver replaces SkullBarrierGiver\n{\nInventory.PickUpMessage \"Power Up! Skull Barrier!\"\nStates\n{\nSpawn:\nWEA2 O 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SkullBarrierWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"SkullBarrierWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SkullBarrierWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"SkullBarrierWepTM\",1)\nStop\n}\n}\n\nActor RainFlushWepTMGiver : WepTMGiver replaces RainFlushWep\n{\nInventory.PickUpMessage \"Power Up! Rain Flush!\"\nStates\n{\nSpawn:\nWEA2 Y 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"RainFlushWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"RainFlushWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"RainFlushWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"RainFlushWepTM\",1)\nStop\n}\n}\n\nActor RingBoomerangWepTMGiver : WepTMGiver replaces RingBoomerangWep\n{\nInventory.PickUpMessage \"Power Up! Ring Boomerang!\"\nStates\n{\nSpawn:\nWEA2 H 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"RingBoomerangWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"RingBoomerangWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"RingBoomerangWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"RingBoomerangWepTM\",1)\nStop\n}\n}\n\nActor DiveMissileWepTMGiver : WepTMGiver replaces DiveMissileWep\n{\nInventory.PickUpMessage \"Power Up! Dive Missile!\"\nStates\n{\nSpawn:\nWEA2 S 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"DiveMissileWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"DiveMissileWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"DiveMissileWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"DiveMissileWepTM\",1)\nStop\n}\n}\n\n//MM5\nActor ChargeKickWepTMGiver : WepTMGiver replaces ChargeKickWep\n{\nInventory.PickUpMessage \"Power Up! Charge Kick!\"\nStates\n{\nSpawn:\nWEA2 E 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"ChargeKickWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"ChargeKickWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"ChargeKickWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"ChargeKickWepTM\",1)\nStop\n}\n}\n\nActor GyroAttackWepTMGiver : WepTMGiver replaces GyroAttackWep\n{\nInventory.PickUpMessage \"Power up! Gyro Attack!\"\nStates\n{\nSpawn:\nWEA2 I 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"GyroAttackWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"GyroAttackWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"GyroAttackWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"GyroAttackWepTM\",1)\nStop\n}\n}\n\nActor NapalmBombWepTMGiver : WepTMGiver replaces NapalmBombWep\n{\nInventory.PickUpMessage \"Power Up! Napalm Bomb!\"\nStates\n{\nSpawn:\nWEAP C 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"NapalmBombWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"NapalmBombWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"NapalmBombWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"NapalmBombWepTM\",1)\nStop\n}\n}\n\nActor CrystalEyeWepTMGiver : WepTMGiver replaces CrystalEyeWep\n{\nInventory.PickUpMessage \"Power Up! Crystal Eye!\"\nStates\n{\nSpawn:\nWEA2 N 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"CrystalEyeWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"CrystalEyeWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"CrystalEyeWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"CrystalEyeWepTM\",1)\nStop\n}\n}\n\nActor GravityHoldWepTMGiver : WepTMGiver replaces GravityHoldWep\n{\nInventory.PickUpMessage \"Power Up! Gravity Hold!\"\nStates\n{\nSpawn:\nWEA3 F 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"GravityHoldWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"GravityHoldWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"GravityHoldWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"GravityHoldWepTM\",1)\nStop\n}\n}\n\nActor WaterWaveWepTMGiver : WepTMGiver replaces WaterWaveWep\n{\nInventory.PickUpMessage \"Power Up! Water Wave!\"\nStates\n{\nSpawn:\nWEA2 M 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"WaterWaveWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"WaterWaveWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"WaterWaveWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"WaterWaveWepTM\",1)\nStop\n}\n}\n\nActor StarCrashWepTMGiver : WepTMGiver replaces StarCrashWep\n{\ninventory.pickupmessage \"Power up! Star Crash!\"\nStates\n{\nSpawn:\nWEA2 X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"StarCrashWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"StarCrashWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"StarCrashWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"StarCrashWepTM\",1)\nStop\n}\n}\n\nActor PowerStoneWepTMGiver : WepTMGiver replaces PowerStoneWep\n{\nInventory.PickUpMessage \"Power Up! Power Stone!\"\nStates\n{\nSpawn:\nWEA2 J 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"PowerStoneWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"PowerStoneWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"PowerStoneWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"PowerStoneWepTM\",1)\nStop\n}\n}\n\n//MM6\nActor KnightCrushWepTMGiver : WepTMGiver replaces KnightCrushWep\n{\nInventory.PickUpMessage \"Power Up! Knight Crush!\"\nStates\n{\nSpawn:\nWEA2 W 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"KnightCrushWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"KnightCrushWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"KnightCrushWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"KnightCrushWepTM\",1)\nStop\n}\n}\n\nActor WindStormWepTMGiver : WepTMGiver replaces WindStormWep\n{\nInventory.pickupmessage \"Power up! Wind Storm!\"\nStates\n{\nSpawn:\nWEA2 V 1\nloop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"WindStormWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"WindStormWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"WindStormWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"WindStormWepTM\",1)\nStop\n}\n}\n\nActor YamatoSpearWepTMGiver : WepTMGiver replaces YamatoSpearWep\n{\nInventory.PickUpMessage \"Power Up! Yamato Spear!\"\nStates\n{\nSpawn:\nWEA2 R 1\nLoop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"YamatoSpearWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"YamatoSpearWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"YamatoSpearWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"YamatoSpearWepTM\",1)\nStop\n}\n}\n\nActor SilverTomahawkWepTMGiver : WepTMGiver replaces SilverTomahawkWep\n{\nInventory.PickUpMessage \"Power Up! Silver Tomahawk!\"\nStates\n{\nSpawn:\nWEA2 U 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SilverTomahawkWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"SilverTomahawkWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SilverTomahawkWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"SilverTomahawkWepTM\",1)\nStop\n}\n}\n\nActor PlantBarrierWepTMGiver : WepTMGiver replaces PlantBarrierWep\n{\nInventory.PickUpMessage \"Power Up! Plant Barrier!\"\nStates\n{\nSpawn:\nWEA2 T 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"PlantBarrierWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"PlantBarrierWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"PlantBarrierWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"PlantBarrierWepTM\",1)\nStop\n}\n}\n\nActor BlizzardAttackWepTMGiver : WepTMGiver replaces BlizzardAttackWep\n{\nInventory.PickUpMessage \"Power up! Blizzard Attack!\"\nStates\n{\nSpawn:\nWEAP W 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"BlizzardAttackWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"BlizzardAttackWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"BlizzardAttackWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"BlizzardAttackWepTM\",1)\nStop\n}\n}\n\nActor CentaurFlashWepTMGiver : WepTMGiver replaces CentaurFlashWep\n{\nInventory.PickUpMessage \"Power Up! Centaur Flash!\"\nStates\n{\nSpawn:\nWEA3 G 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"CentaurFlashWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"CentaurFlashWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"CentaurFlashWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"CentaurFlashWepTM\",1)\nStop\n}\n}\n\nActor FlameBlastWepTMGiver : WepTMGiver replaces FlameBlastWep\n{\nInventory.PickUpMessage \"Power Up! Flame Blast!\"\nStates\n{\nSpawn:\nWEA2 P 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"FlameBlastWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"FlameBlastWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"FlameBlastWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"FlameBlastWepTM\",1)\nStop\n}\n}\n\n//MM7\nActor DangerWrapWepTMGiver : WepTMGiver replaces DangerWrapWep\n{\nInventory.PickUpMessage \"Power up! Danger Wrap!\"\nStates\n{\nSpawn:\nWEA3 L 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"DangerWrapWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"DangerWrapWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"DangerWrapWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"DangerWrapWepTM\",1)\nStop\n}\n}\n\nActor JunkShieldWepTMGiver : WepTMGiver replaces JunkShieldWep\n{\nInventory.PickUpMessage \"Power up! Junk Shield!\"\nStates\n{\nSpawn:\nWEA3 N 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"JunkShieldWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"JunkShieldWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"JunkShieldWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"JunkShieldWepTM\",1)\nStop\n}\n}\n\nActor NoiseCrushWepTMGiver : WepTMGiver replaces NoiseCrushWep\n{\nInventory.PickUpMessage \"Power up! Noise Crush!\"\nStates\n{\nSpawn:\nWEA3 J 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"NoiseCrushWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"NoiseCrushWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"NoiseCrushWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"NoiseCrushWepTM\",1)\nStop\n}\n}\n\nActor ScorchWheelWepTMGiver : WepTMGiver replaces ScorchWheelWep\n{\nInventory.PickUpMessage \"Power up! Scorch Wheel!\"\nStates\n{\nSpawn:\nWEA3 M 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"ScorchWheelWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"ScorchWheelWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"ScorchWheelWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"ScorchWheelWepTM\",1)\nStop\n}\n}\n\nActor ThunderBoltWepTMGiver : WepTMGiver replaces ThunderBoltWep\n{\nInventory.PickUpMessage \"Power up! Thunder Bolt!\"\nStates\n{\nSpawn:\nWEA3 R 1\nloop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"ThunderBoltWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderBoltWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"ThunderBoltWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"ThunderBoltWepTM\",1)\nStop\n}\n}\n\nActor WildCoilWepTMGiver : WepTMGiver replaces WildCoilWep\n{\nInventory.PickUpMessage \"Power up! Wild Coil!\"\nStates\n{\nSpawn:\nWEA3 K 1\nLoop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"WildCoilWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"WildCoilWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"WildCoilWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"WildCoilWepTM\",1)\nstop\n}\n}\n\nActor SlashClawWepTMGiver : WepTMGiver replaces SlashClawWep\n{\nInventory.PickUpMessage \"Power up! Slash Claw!\"\nStates\n{\nSpawn:\nWEA3 Q 1\nLoop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SlashClawWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"SlashClawWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SlashClawWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"SlashClawWepTM\",1)\nStop\n}\n}\n\nActor FreezeCrackerWepTMGiver : WepTMGiver replaces FreezeCrackerWep\n{\nInventory.PickUpMessage \"Power Up! Freeze Cracker!\"\nStates\n{\nSpawn:\nWEA3 O 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"FreezeCrackerWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"FreezeCrackerWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"FreezeCrackerWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"FreezeCrackerWepTM\",1)\nStop\n}\n}\n\n//MMK\nActor BalladeCrackerWepTMGiver : WepTMGiver replaces BalladeCrackerWep\n{\nInventory.PickUpMessage \"Power up! Ballade Cracker!\"\nStates\n{\nSpawn:\nWEA3 C 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"BalladeCrackerWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"BalladeCrackerWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"BalladeCrackerWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"BalladeCrackerWepTM\",1)\nStop\n}\n}\n\nActor SakugarneWepTMGiver : WepTMGiver replaces SakugarneGiver\n{\nInventory.PickUpMessage \"Power Up! Sakugarne!\"\nStates\n{\nSpawn:\nWEA2 Z 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SakugarneWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"SakugarneWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SakugarneWepTMB\",1)\nstop\nVerify:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nfail\nSuccess:\nDUST B 0 A_GiveInventory(\"SakugarneWepTM\",1)\nStop\nFailure:\nDUST B 0\nfail\n}\n}\n\nActor ScrewCrusherWepTMGiver : WepTMGiver replaces ScrewCrusherWep\n{\nInventory.PickUpMessage \"Power Up! Screw Crusher!\"\nStates\n{\nSpawn:\nWEA3 D 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"ScrewCrusherWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"ScrewCrusherWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"ScrewCrusherWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"ScrewCrusherWepTM\",1)\nStop\n}\n}\n\nActor MirrorBusterWepTMGiver : WepTMGiver replaces MirrorBusterWep\n{\ninventory.pickupmessage \"Power Up! Mirror Buster!\"\nStates\n{\nSpawn:\nWEA3 H 1\nloop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"MirrorBusterWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"MirrorBusterWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"MirrorBusterWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"MirrorBusterWepTM\",1)\nStop\n}\n}\n\n//MMPU\nActor OilSliderWepTMGiver : WepTMGiver replaces OilSliderWep\n{\nInventory.PickUpMessage \"Power Up! Oil Slider!\"\nStates\n{\nSpawn:\nWEA7 J 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"OilSliderWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"OilSliderWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"OilSliderWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"OilSliderWepTM\",1)\nStop\n}\n}\n\nActor TimeSlowWepTMGiver : WepTMGiver replaces TimeSlowWep\n{\nInventory.PickUpMessage \"Power Up! Time Slow!\"\nStates\n{\nSpawn:\nSLOT X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"TimeSlowWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"TimeSlowWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"TimeSlowWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"TimeSlowWepTM\",1)\nStop\n}\n}\n\n//MM8\nActor MegaBallWepTMGiver : WepTMGiver replaces MegaBallWep\n{\nInventory.PickUpMessage \"Power Up! Mega Ball!\"\nStates\n{\nSpawn:\nWEA4 D 1\nloop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"MegaBallWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"MegaBallWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"MegaBallWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"MegaBallWepTM\",1)\nStop\n}\n}\n\nActor FlameSwordWepTMGiver : WepTMGiver replaces FlameSwordWep\n{\nInventory.PickUpMessage \"Power Up! Flame Sword!\"\nStates\n{\nSpawn:\nWEA4 F 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"FlameSwordWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"FlameSwordWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"FlameSwordWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"FlameSwordWepTM\",1)\nStop\n}\n}\n\nactor FlameSwordProtectTM : PowerProtection\n{\nPowerup.Duration 5\ndamagefactor \"FlameSword\", 0.60\n}\n\nActor FlashBombWepTMGiver : WepTMGiver replaces FlashBombWep\n{\nInventory.PickUpMessage \"Power Up! Flash Bomb!\"\nStates\n{\nSpawn:\nWEA4 B 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"FlashBombWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"FlashBombWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"FlashBombWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"FlashBombWepTM\",1)\nStop\n}\n}\n\nActor HomingSniperWepTMGiver : WepTMGiver replaces HomingSniperWep\n{\nInventory.PickUpMessage \"Power Up! Homing Sniper!\"\nStates\n{\nSpawn:\nWEA4 H 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"HomingSniperWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"HomingSniperWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"HomingSniperWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"HomingSniperWepTM\",1)\nStop\n}\n}\n\nActor IceWaveWepTMGiver : WepTMGiver replaces IceWaveWep\n{\nInventory.PickUpMessage \"Power Up! Ice Wave!\"\nStates\n{\nSpawn:\nWEA4 A 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"IceWaveWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"IceWaveWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"IceWaveWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"IceWaveWepTM\",1)\nStop\n}\n}\n\nActor ThunderClawWepTMGiver : WepTMGiver replaces ThunderClawWep\n{\nInventory.PickUpMessage \"Power Up! Thunder Claw!\"\nStates\n{\nSpawn:\nWEA4 G 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"ThunderClawWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderClawWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"ThunderClawWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"ThunderClawWepTM\",1)\nStop\n}\n}\n\nActor TornadoHoldWepTMGiver : WepTMGiver replaces TornadoHoldWep\n{\nInventory.PickUpMessage \"Power Up! Tornado Hold!\"\nStates\n{\nSpawn:\nWEA4 C 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"TornadoHoldWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"TornadoHoldWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"TornadoHoldWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"TornadoHoldWepTM\",1)\nStop\n}\n}\n\nActor WaterBalloonWepTMGiver : WepTMGiver replaces WaterBalloonWep\n{\nInventory.PickUpMessage \"Power Up! Water Balloon!\"\nStates\n{\nSpawn:\nWEA4 I 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"WaterBalloonWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"WaterBalloonWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"WaterBalloonWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"WaterBalloonWepTM\",1)\nStop\n}\n}\n\n//MM&B\nActor TenguBladeWepTMGiver : WepTMGiver replaces TenguBladeWep\n{\nInventory.PickUpMessage \"Power Up! Tengu Blade!\"\nStates\n{\nSpawn:\nTBLA X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"TenguBladeWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"TenguBladeWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"TenguBladeWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"TenguBladeWepTM\",1)\nStop\n}\n}\n\nActor WaveBurnerWepTMGiver : WepTMGiver replaces WaveBurnerWep\n{\nInventory.PickUpMessage \"Power Up! Wave Burner!\"\nStates\n{\nSpawn:\nWABU X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"WaveBurnerWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"WaveBurnerWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"WaveBurnerWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"WaveBurnerWepTM\",1)\nStop\n}\n}\n\nActor SpreadDrillWepTMGiver : WepTMGiver replaces SpreadDrillWep\n{\nInventory.PickUpMessage \"Power Up! Spread Drill!\"\nStates\n{\nSpawn:\nSPRE X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"SpreadDrillWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"SpreadDrillWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"SpreadDrillWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"SpreadDrillWepTM\",1)\nStop\n}\n}\n\nActor CopyVisionWepTMGiver : WepTMGiver replaces CopyVisionWep\n{\nInventory.PickUpMessage \"Power Up! Copy Vision!\"\nStates\n{\nSpawn:\nCOPY X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"CopyVisionWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"CopyVisionWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"CopyVisionWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"CopyVisionWepTM\",1)\nStop\n}\n}\n\nActor MagicCardWepTMGiver : WepTMGiver replaces MagicCardWep\n{\nInventory.PickUpMessage \"Power Up! Magic Card!\"\nStates\n{\nSpawn:\nMCAR X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"MagicCardWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"MagicCardWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"MagicCardWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"MagicCardWepTM\",1)\nstop\n}\n}\n\nActor RemoteMineWepTMGiver : WepTMGiver replaces RemoteMineWep\n{\nInventory.PickUpMessage \"Power Up! Remote Mine!\"\nStates\n{\nSpawn:\nREMI X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"RemoteMineWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"RemoteMineWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"RemoteMineWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"RemoteMineWepTM\",1)\nStop\n}\n}\n\nActor IceWallWepTMGiver : WepTMGiver replaces IceWallWep\n{\nInventory.PickUpMessage \"Power Up! Ice Wall!\"\nStates\n{\nSpawn:\nICWL X 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"IceWallWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"IceWallWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"IceWallWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"IceWallWepTM\",1)\nStop\n}\n}\n\nActor LightningBoltWepTMGiver : WepTMGiver replaces LightningBoltWep\n{\nInventory.PickUpMessage \"Power Up! Lightning Bolt!\"\nStates\n{\nSpawn:\nLIBO A 1\nLoop\nPickup:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"LightningBoltWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"LightningBoltWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"LightningBoltWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"LightningBoltWepTM\",1)\nStop\n}\n}\n\nActor AstroCrushWepTMGiver : WepTMGiver replaces AstroCrushWep\n{\nInventory.PickUpMessage \"Power Up! Astro Crush!\"\nStates\n{\nSpawn:\nWEA4 E 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"AstroCrushWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"AstroCrushWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"AstroCrushWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"AstroCrushWepTM\",1)\nStop\n}\n}\n\n//Custom Copyweps\n\nActor HellWheelWepTMGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power Up! Hell Wheel!\"\nStates\n{\nSpawn:\nWEA2 O 1\nLoop\nPickUp:\nDUST B 0 A_JumpifInventory(\"IAmBassFlag\",1,\"BassPickup\")\nDUST B 0 A_JumpIfInventory(\"HellWheelWepTM\",1,\"Failure\")\nGoTo Verify\nBassPickup:\nDUST B 0 A_JumpIfInventory(\"HellWheelWepTMB\",1,\"Failure\")\nDUST B 0 A_GiveInventory(\"HellWheelWepTMB\",1)\nstop\nSuccess:\nDUST B 0 A_GiveInventory(\"HellWheelWepTM\",1)\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/WeapSlide.txt",
"contents": "Actor MegaBusterTM : Weapon replaces MegaBuster //for now\n{\nScale 2.0\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nObituary \"%o was bombed by %k's Mega Buster.\"\nInventory.Pickupmessage \"You got the Mega Buster!\"\nWeapon.AmmoType \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nStop\nReady:\nBUST B 0 A_JumpIfInventory(\"Once\",1,\"Ready2\")\nBUST B 0 ACS_ExecuteAlways(581,0,0)\nBUST B 0 A_GiveInventory(\"Once\",1)\nGoTo Ready2+1\nReady2:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 1 A_WeaponReady\nGoTo Ready2+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST CD 3\nBUST B 3\nBUST B 0 A_Refire\nGoTo Ready2+1\nNoAmmo:\nBUST B 1\nGoTo Ready2+1\nFlash:\nTNT1 A 1\nStop\nNoFlash:\nTNT1 A 1\nStop\n}\n}\n\nActor TimeStopperWepTM : TimeStopperWep //Cannot be bothered to give this any extra states\n{\nStates\n{\nTimeStop:\nTIMS A 9 A_TakeInventory(\"TimeStopperAmmo\",1)\nTIMS A 0 A_JumpIfInventory(\"TimeStopperAmmo\",1,\"TimeStop\")\nTIMS A 0 ACS_Terminate(986,0)\nTIMS A 2 ACS_Execute(987,0)\nTIMS A 3 ACS_Execute(587,0)\nGoTo Ready\n}\n\n}\nActor TrebleBoostTM : TrebleBoost replaces TrebleBoost\n{\n+WEAPON.NOAUTOAIM\nStates\n{\nFire:\nTREB C 0 A_JumpIfInventory(\"SmashFlag\",1,\"SmashCheck\")\nTREB C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTREB C 1 A_JumpIfInventory(\"TrebleFlightFlag\",1,\"FireR\")\nTREB C 6 A_SpawnItemEx(\"TrebleBoostTeleport\", 40, 0, 256, 0, 0, -32, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nTREB C 0 A_GiveInventory(\"TrebleFlightFlag\", 1)\nTREB C 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nGoto FlightStart\nSmashCheck:\nTREB C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassSmash\")\nTREB C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"MegaSmash\")\ngoto Ready2\nAltfire:\nMKIC C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"ThatMega\")\nMKIC C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"ThatBass\")\nGoto Ready2\nThatMega:\nMKIC C 1 SetPlayerProperty(0,0,0)\nMKIC C 0 A_JumpIf(momz==0, \"MegaSlide\")\ngoto Ready2\nThatBass:\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"BassDash\")\ngoto Ready2\nMegaSlide:\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 2 A_ChangeVelocity(35,0,momz,CVF_RELATIVE|CVF_REPLACE)\nMKIC A 8 SetPlayerProperty(0,0,0)\nMKIC BC 5\nMKIC C 0 A_Refire\nGoto Ready2\nBassDash:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBusterTM\",1)\nGoTo Ready2\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready2\nMegaSmash:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"SmashFlag\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,-64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,-128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 10\nBUST C 2 A_GiveInventory(\"TargetMarker\",1)\nBUST C 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)//A_Recoil(50)\nBUST C 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaLaserProjectile\",0,0,8,0)\nBUST DD 2\nBUST C 60\nBUST B 0 A_Refire\nGoto Ready2\n}\n}\n\nActor ProtoBusterTM : ProtoBuster replaces ProtoBuster\n{\n+WEAPON.NOAUTOAIM\nStates\n{\nFire:\nPROC D 0 A_JumpIfInventory(\"SmashFlag\",1,\"SmashCheck\")\nPROC D 0 A_JumpIfNoAmmo(\"Hold\")\nPROC D 0 A_GiveInventory(\"StopShield\",1)\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShot\",0,0,8,0)\nPROC KLD 1 A_TakeInventory(\"WeaponCharge\",999)\nPROC EF 3\nPROC D 3 A_Refire\ngoto Ready2+2\nAltfire:\nMKIC C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"ThatMega\")\nMKIC C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"ThatBass\")\nGoto Ready2+2\nSmashCheck:\nTREB C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassSmash\")\nTREB C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"MegaSmash\")\ngoto Ready2+2\nThatMega:\nMKIC C 1 SetPlayerProperty(0,0,0)\nMKIC C 0 A_JumpIf(momz==0, \"MegaSlide\")\ngoto Ready2+2\nThatBass:\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"BassDash\")\ngoto Ready2+2\nMegaSlide:\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 2 A_ChangeVelocity(35,0,momz,CVF_RELATIVE|CVF_REPLACE)\nMKIC A 8 SetPlayerProperty(0,0,0)\nMKIC BC 5\nMKIC C 0 A_Refire\nGoto Ready2+2\nBassDash:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready2+2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBusterTM\",1)\nGoTo Ready2\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready2+2\nMegaSmash:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"SmashFlag\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,-64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,-128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 10\nBUST C 2 A_GiveInventory(\"TargetMarker\",1)\nBUST C 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)//A_Recoil(50)\nBUST C 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaLaserProjectile\",0,0,8,0)\nBUST DD 2\nBUST C 60\nBUST B 0 A_Refire\nGoto Ready2+2\n}\n}\n\nActor BassBusterTM : BassBuster replaces BassBuster\n{\n+WEAPON.NOAUTOAIM\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"SmashCheck\")\nBASB B 0 A_JumpIfInventory(\"IAmBassFlag\", 1, \"ICanFireFasterWoo\")\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB B 0 A_FireCustomMissile(\"BassShotTM\",random(-3,3),0,8,0)\nBASB CCD 1\nBASB B 1\nBASB B 0 A_Refire\ngoto Ready2+2\nSmashCheck:\nTREB C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassSmash\")\nTREB C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"MegaSmash\")\ngoto Ready2+2\nICanFireFasterWoo:\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB B 0 A_FireCustomMissile(\"BassShotTM\",random(-3,3),0,8,0)\nBASB CD 1\nBASB B 1\ngoto Ready2+1\nAltfire:\nMKIC C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"ThatMega\")\nMKIC C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"ThatBass\")\nGoto Ready2+1\nThatMega:\nMKIC C 1 SetPlayerProperty(0,0,0)\nMKIC C 0 A_JumpIf(momz==0, \"MegaSlide\")\ngoto Ready2+1\nThatBass:\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"BassDash\")\ngoto Ready2+1\nMegaSlide:\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 2 A_ChangeVelocity(35,0,momz,CVF_RELATIVE|CVF_REPLACE)\nMKIC A 8 SetPlayerProperty(0,0,0)\nMKIC BC 5\nMKIC C 0 A_Refire\nGoto Ready2+1\nBassDash:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready2+1\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBusterTM\",1)\nGoTo Ready2+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready2+1\nMegaSmash:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"SmashFlag\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,-64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,-128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 10\nBUST C 2 A_GiveInventory(\"TargetMarker\",1)\nBUST C 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)//A_Recoil(50)\nBUST C 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaLaserProjectile\",0,0,8,0)\nBUST DD 2\nBUST C 60\nBUST B 0 A_Refire\nGoto Ready2+1\n}\n}\n\nActor SuperAdaptorTM : SuperAdaptorWep replaces SuperAdaptorWep\n{\n+WEAPON.NOAUTOAIM\nStates\n{\nFire:\nSAPT A 0 A_JumpIfInventory(\"SmashFlag\",1,\"SmashCheck\")\nSAPT A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSAPT A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nSAPT A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nSAPT BC 3\nSAPT B 2 A_TakeInventory(\"WeaponCharge\",999)\nSAPT B 0 A_Refire\nSAPT A 0 ACS_ExecuteAlways(998,0,77,1)\ngoto Ready2+1\nAltfire:\nMKIC C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"ThatMega\")\nMKIC C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"ThatBass\")\nGoto Ready2+1\nSmashCheck:\nTREB C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassSmash\")\nTREB C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"MegaSmash\")\ngoto Ready2+1\nThatMega:\nMKIC C 1 SetPlayerProperty(0,0,0)\nMKIC C 0 A_JumpIf(momz==0, \"MegaSlide\")\ngoto Ready2+1\nThatBass:\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"BassDash\")\ngoto Ready2+1\nMegaSlide:\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 2 A_ChangeVelocity(35,0,momz,CVF_RELATIVE|CVF_REPLACE)\nMKIC A 8 SetPlayerProperty(0,0,0)\nMKIC BC 5\nMKIC C 0 A_Refire\nGoto Ready2+1\nBassDash:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready2+1\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBusterTM\",1)\nGoTo Ready2+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready2+1\nMegaSmash:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"SmashFlag\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,-64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,-128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 10\nBUST C 2 A_GiveInventory(\"TargetMarker\",1)\nBUST C 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)//A_Recoil(50)\nBUST C 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaLaserProjectile\",0,0,8,0)\nBUST DD 2\nBUST C 60\nBUST B 0 A_Refire\nGoto Ready2+1\n}\n}\n\nActor DuoFistTM : DuoFist replaces DuoFist\n{\n+WEAPON.NOAUTOAIM\nStates\n{\nFire:\nDUOF C 0 A_JumpIfInventory(\"SmashFlag\",1,\"SmashCheck\")\nDUOF C 0 A_JumpIfNoAmmo(\"Hold\")\nDUOF C 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nDUOF C 0 A_FireCustomMissile(\"DuoPunch\",0,0,8,0)\nDUOF C 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF G 1 A_TakeInventory(\"FistFlag\",1)\nGoto FistWait\nAltfire:\nMKIC C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"ThatMega\")\nMKIC C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"ThatBass\")\nGoto Ready2+2\nSmashCheck:\nTREB C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassSmash\")\nTREB C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"MegaSmash\")\ngoto Ready2+2\nThatMega:\nMKIC C 1 SetPlayerProperty(0,0,0)\nMKIC C 0 A_JumpIf(momz==0, \"MegaSlide\")\ngoto Ready2+2\nThatBass:\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"BassDash\")\ngoto Ready2+2\nMegaSlide:\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 2 A_ChangeVelocity(35,0,momz,CVF_RELATIVE|CVF_REPLACE)\nMKIC A 8 SetPlayerProperty(0,0,0)\nMKIC BC 5\nMKIC C 0 A_Refire\nGoto Ready2+2\nBassDash:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready2+2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBusterTM\",1)\nGoTo Ready2+2\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready2+2\nMegaSmash:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"SmashFlag\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,-64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,-128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 10\nBUST C 2 A_GiveInventory(\"TargetMarker\",1)\nBUST C 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)//A_Recoil(50)\nBUST C 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaLaserProjectile\",0,0,8,0)\nBUST DD 2\nBUST C 60\nBUST B 0 A_Refire\nGoto Ready2+2\n}\n}\n\nActor LaserBusterTM : LaserBuster replaces LaserBuster\n{\n+WEAPON.NOAUTOAIM\nStates\n{\nFire:\nBUST B 0 A_JumpIfInventory(\"SmashFlag\",1,\"SmashCheck\")\nBUST B 0 A_JumpIfNoAmmo(\"Hold\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST B 1 A_TakeInventory(\"WeaponCharge\",999)\nBUST CD 2\nBUST B 1\nBUST B 0 A_Refire\ngoto Ready2+2\nAltfire:\nMKIC C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"ThatMega\")\nMKIC C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"ThatBass\")\nGoto Ready2+2\nSmashCheck:\nTREB C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassSmash\")\nTREB C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"MegaSmash\")\ngoto Ready2+2\nThatMega:\nMKIC C 1 SetPlayerProperty(0,0,0)\nMKIC C 0 A_JumpIf(momz==0, \"MegaSlide\")\ngoto Ready2+2\nThatBass:\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"BassDash\")\ngoto Ready2+2\nMegaSlide:\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 2 A_ChangeVelocity(35,0,momz,CVF_RELATIVE|CVF_REPLACE)\nMKIC A 8 SetPlayerProperty(0,0,0)\nMKIC BC 5\nMKIC C 0 A_Refire\nGoto Ready2+2\nBassDash:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready2+2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBusterTM\",1)\nGoTo Ready2+2\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready2+2\nMegaSmash:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"SmashFlag\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,-64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,-128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 10\nBUST C 2 A_GiveInventory(\"TargetMarker\",1)\nBUST C 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)//A_Recoil(50)\nBUST C 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaLaserProjectile\",0,0,8,0)\nBUST DD 2\nBUST C 60\nBUST B 0 A_Refire\nGoto Ready2+2\n}\n}\n\nActor ArrowBusterTM : ArrowBuster replaces ArrowBuster\n{\n+WEAPON.NOAUTOAIM\nStates\n{\nFire:\nBUST B 0 A_JumpIfInventory(\"SmashFlag\",1,\"SmashCheck\")\nBUST B 0 A_JumpIfNoAmmo(\"Hold\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST B 1 A_TakeInventory(\"WeaponCharge\",999)\nBUST CD 2\nBUST B 1\nBUST B 0 A_Refire\ngoto Ready2+2\nAltfire:\nMKIC C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"ThatMega\")\nMKIC C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"ThatBass\")\nGoto Ready2+2\nSmashCheck:\nTREB C 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassSmash\")\nTREB C 0 A_JumpIfInventory(\"IAmMegaFlag\",1,\"MegaSmash\")\ngoto Ready2+2\nThatMega:\nMKIC C 1 SetPlayerProperty(0,0,0)\nMKIC C 0 A_JumpIf(momz==0, \"MegaSlide\")\ngoto Ready2+2\nThatBass:\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"BassDash\")\ngoto Ready2+2\nMegaSlide:\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 2 A_ChangeVelocity(35,0,momz,CVF_RELATIVE|CVF_REPLACE)\nMKIC A 8 SetPlayerProperty(0,0,0)\nMKIC BC 5\nMKIC C 0 A_Refire\nGoto Ready2+2\nBassDash:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready2+2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBusterTM\",1)\nGoTo Ready2+2\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready2+2\nMegaSmash:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"SmashFlag\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,-64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST B 1 A_SpawnItemEx(\"MegaDeathClone\",0,64,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,-128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 1 A_SpawnItemEx(\"MegaDeathClone\",0,128,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nBUST C 10\nBUST C 2 A_GiveInventory(\"TargetMarker\",1)\nBUST C 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)//A_Recoil(50)\nBUST C 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaLaserProjectile\",0,0,8,0)\nBUST DD 2\nBUST C 60\nBUST B 0 A_Refire\nGoto Ready2+2\n}\n}"
},
{
"source": "pk3",
"name": "Actors/BustUp.txt",
"contents": "Actor BassUpgradeTM : CustomInventory\n{\n+COUNTITEM\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpMessage \"Support Item! Bass Upgrade!\"\nInventory.Icon \"BASSUP\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 A 1\nLoop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"IAmBassFlag\",1,\"BassBuff\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\n//TNT1 A 0 A_GiveInventory(\"BusterGiven\",1) //Until we get coding for final smash support\nWEA3 A 0 A_GiveInventory(\"BassBusterTM\",1)\nWEA3 A 0 A_SelectWeapon(\"BassBusterTM\")\nStop\nBassBuff:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"BassBuffFlag\",1)\nStop\n}\n}\n\nActor ProtoUpgradeTM : CustomInventory\n{\n+COUNTITEM\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpMessage \"Support Item! Proto Upgrade!\"\nInventory.Icon \"PROTUP\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 Q 1\nLoop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"ProtoBuff\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\n//TNT1 A 0 A_GiveInventory(\"BusterGiven\",2) //Until we get coding for final smash support\nWEA2 Q 0 A_GiveInventory(\"ProtoBusterTM\",1)\nWEA2 Q 0 A_SelectWeapon(\"ProtoBusterTM\")\nStop\nProtoBuff:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"ProtoBuffFlag\",1)\nStop\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nActor ProtoBuffFlag : Inventory{Inventory.amount 1 Inventory.maxamount 1 +INVENTORY.IGNORESKILL}\nActor BassBuffFlag : Inventory{Inventory.amount 1 Inventory.maxamount 1 +INVENTORY.IGNORESKILL}\nActor DuoBuffFlag : Inventory{Inventory.amount 1 Inventory.maxamount 1 +INVENTORY.IGNORESKILL}\n\nActor AdaptorUpgradeTM : CustomInventory\n{\n+COUNTITEM\n+INVBAR\nInventory.RespawnTics 350\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpmessage \"Support Item! Super Adaptor Upgrade!\"\nInventory.Icon \"ADAPSI\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 P 1\nLoop\nUse:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\n//TNT1 A 0 A_GiveInventory(\"BusterGiven\",3) //Until we get coding for final smash support\nWEA3 A 0 A_GiveInventory(\"SuperAdaptorTM\",1)\nWEA3 A 0 A_SelectWeapon(\"SuperAdaptorTM\")\nStop\nDeath:\nWEA3 P 1\nStop\n}\n}\n\nActor LaserBusterUpgradeTM : CustomInventory\n{\n+COUNTITEM\n+INVBAR\nInventory.RespawnTics 350\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpMessage \"Support Item! Laser Buster Upgrade!\"\nInventory.Icon \"LASERSI\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nWEA4 K 1\nLoop\nUse:\nARRS I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\n//TNT1 A 0 A_GiveInventory(\"BusterGiven\",4) //Until we get coding for final smash support\nARRS I 0 A_GiveInventory(\"LaserBusterTM\",1)\nARRS I 0 A_SelectWeapon(\"LaserBusterTM\")\nStop\n}\n}\n\nActor ArrowBusterUpgradeTM : CustomInventory\n{\n+COUNTITEM\n+INVBAR\nInventory.RespawnTics 350\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpMessage \"Support Item! Arrow Buster Upgrade!\"\nInventory.Icon \"ARROWSH\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nWEA4 L 1\nLoop\nUse:\nARRS I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\n//TNT1 A 0 A_GiveInventory(\"BusterGiven\",5) //Until we get coding for final smash support\nARRS I 0 A_GiveInventory(\"ArrowBusterTM\",1)\nARRS I 0 A_SelectWeapon(\"ArrowBusterTM\")\nStop\n}\n}\n\nActor DuoFistUpgradeTM : CustomInventory\n{\n+COUNTITEM\n+INVBAR\nInventory.RespawnTics 350\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpMessage \"Support Item! Duo Fist Upgrade!\"\nInventory.Icon \"DUOHAND\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nDUOF A 1\nLoop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"IAmDuoFlag\",1,\"DuoBuff\")\nDUOF A 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\n//TNT1 A 0 A_GiveInventory(\"BusterGiven\",6) //Until we get coding for final smash support\nDUOF A 0 A_GiveInventory(\"DuoFistTM\",1)\nDUOF A 0 A_SelectWeapon(\"DuoFistTM\")\nStop\nDuoBuff:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"DuoBuffFlag\",1)\nStop\n}\n}\n\nActor TrebleBoostUpgradeTM : CustomInventory\n{\n+COUNTITEM\n+INVBAR\nInventory.RespawnTics 350\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpMessage \"Support Item! Treble Boost Upgrade!\"\nInventory.Icon \"TREBBOO\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nTRBB I 1\nLoop\nUse:\nTRBB I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\n//TNT1 A 0 A_GiveInventory(\"BusterGiven\",7) //Until we get coding for final smash support\nTRBB I 0 A_GiveInventory(\"TrebleBoostTM\",1)\nTRBB I 0 A_GiveInventory(\"TrebleFlightCounter\",28)\nTRBB I 0 A_SelectWeapon(\"TrebleBoostTM\")\nStop\n}\n}\n\nActor TakeBusterTM : CustomInventory replaces TakeBuster\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\",7,\"KeepTreble\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\",6,\"KeepDuo\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\",5,\"KeepArrow\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\",4,\"KeepLaser\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\",3,\"KeepAdaptor\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\",2,\"KeepProto\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\",1,\"KeepBass\")\nGoTo Death\nKeepTreble:\nTNT1 A 0 A_TakeInventory(\"ProtoBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"SuperAdaptorTM\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistTM\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"FourthBuster\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterDC\",1)\nTNT1 A 0 A_TakeInventory(\"PrototoBusterTM\",1)\nGoTo Death\nKeepDuo:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostTM\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"SuperAdaptorTM\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"FourthBuster\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterDC\",1)\nTNT1 A 0 A_TakeInventory(\"PrototoBusterTM\",1)\nGoTo Death\nKeepArrow:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostTM\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"SuperAdaptorTM\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistTM\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"FourthBuster\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterDC\",1)\nTNT1 A 0 A_TakeInventory(\"PrototoBusterTM\",1)\nGoTo Death\nKeepLaser:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostTM\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"SuperAdaptorTM\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistTM\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"FourthBuster\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterDC\",1)\nTNT1 A 0 A_TakeInventory(\"PrototoBusterTM\",1)\nGoTo Death\nKeepAdaptor:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostTM\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistTM\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"FourthBuster\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterDC\",1)\nTNT1 A 0 A_TakeInventory(\"PrototoBusterTM\",1)\nGoTo Death\nKeepProto:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostTM\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"SuperAdaptorTM\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistTM\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"FourthBuster\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterDC\",1)\nTNT1 A 0 A_TakeInventory(\"PrototoBusterTM\",1)\nGoTo Death\nKeepBass:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostTM\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"SuperAdaptorTM\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterTM\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistTM\",1)\nTNT1 A 0 A_TakeInventory(\"FourthBuster\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterDC\",1)\nTNT1 A 0 A_TakeInventory(\"PrototoBusterTM\",1)\nGoTo Death\nDeath:\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/WepDropped.txt",
"contents": "actor NoDroppedWeapons : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\n//Custom Dropped Weps\nactor BoostPowerWepDropped : WepTMGiver\n{\nStates\n{\nSpawn:\nJWEA D 6000\nstop\nPickup2:\nDUST B 0 A_JumpIfInventory(\"NoDroppedWeapons\",1,\"No\")\nDUST B 0\nDUST B 0 A_GiveInventory(\"BoostPowerWep\",1)\nstop\n}\n}\n\nactor ToyDropperWepDropped : WepTMGiver\n{\nStates\n{\nSpawn:\nTOYD M 5\nloop\nPickup2:\nDUST B 0 A_JumpIfInventory(\"NoDroppedWeapons\",1,\"No\")\nDUST B 0\nDUST B 0 A_GiveInventory(\"ToyDropperWep\",1)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Replaces.txt",
"contents": "Actor IceBlockDamagerTM : IceBlockDamager replaces IceBlockDamager {DamageType \"IceType\"}\nActor BigTellyBombTM : BigTellyBomb replaces BigTellyBomb {DamageType \"FireType\"}\nActor FireSnakeyHeadTM : FireSnakeyHead replaces FireSnakeyHead {DamageType \"FireType\"}"
},
{
"source": "pk3",
"name": "Actors/ItemPowerUps.txt",
"contents": "ACTOR NotInfinityAmmo : PowerupGiver\n{\n+COUNTITEM\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\n Powerup.Type \"PowerInfinityAmmo\"\n Inventory.MaxAmount 1\n States\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nACTOR PowerInfinityAmmo : PowerInfiniteAmmo\n{\nPowerup.Duration -4\n}"
},
{
"source": "pk3",
"name": "Actors/ItemGiver.txt",
"contents": "Actor ItemGiver : CustomInventory\n{\n+ACTIVATEMCROSS\nInventory.PickUpMessage \"ENERGY BALANCER!\"\nScale 2.0\nStates\n{\nSpawn:\nDUST B 0\nLoop\nHealth:\nDUST B 0 A_GiveInventory(\"Health\",100)\nStop\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nActor SmallHealthTM : Health replaces SmallHealth\n{\n+COUNTITEM\nInventory.Amount 150\nInventory.MaxAmount 1000\nInventory.PickUpMessage \"You gain good.\"\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nHBAL AB 6\nLoop\nPickUp:\nTNT1 A 0 HealThing(150)\nTNT1 A 0 A_PlaySoundEx(\"item/energyup\",\"Voice\")\nTNT1 A 0\nStop\n}\n}\n\nActor BigHealthTM : Health replaces BigHealth\n{\n+COUNTITEM\nInventory.Amount 400\nInventory.MaxAmount 1000\nInventory.PickUpMessage \"You gain very good.\"\nInventory.PickUpSound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nHBAL CD 6\nLoop\nPickUp:\nTNT1 A 0 HealThing(400)\nTNT1 A 0 A_PlaySoundEx(\"item/energyup\",\"Voice\")\nTNT1 A 0\nStop\n}\n}\n\nActor WeaponEnergyICBM : CustomInventory replaces WeaponEnergy\n{\nInventory.Amount 1\nInventory.PickUpMessage \"You gain power.\"\nInventory.PickUpSound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nEBAL A 0\nEBAL A 0 Thing_ChangeTID(0,999)\nEBAL AB 6\nGoTo Spawn+2\nPickUp:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),\"Success\")\nFail\nSuccess:\nTNT1 A 0 ACS_ExecuteAlways(992,0,4)\nStop\n}\n}\n\nActor BigWeaponEnergyICBM : CustomInventory replaces BigWeaponEnergy\n{\n+COUNTITEM\nInventory.PickUpMessage \"You gain very power!\"\nInventory.PickUpSound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nEBAL C 0\nEBAL C 0 Thing_ChangeTID(0,999)\nEBAL CD 6\nGoTo Spawn+2\nPickUp:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),\"Success\")\nFail\nSuccess:\nTNT1 A 0 ACS_ExecuteAlways(992,0,10)\nStop\n}\n}\n\nActor BassUpgradeGiver : ItemGiver replaces BassUpgrade\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain pew-pew-pew buster!\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEA3 A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nSuccess:\nNRGB A 0 A_GiveInventory(\"BassUpgradeTM\",1)\nStop\n}\n}\n\nActor ProtoUpgradeGiver : ItemGiver replaces ProtoUpgrade\n{\nInventory.RespawnTics 1050\nInventory.PickUpMessage \"You gain annoying shield weapon!\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEA2 Q 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nDUST B 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"Proto\")\nFail\nSuccess:\nNRGB A 0 A_GiveInventory(\"ProtoUpgradeTM\",1)\nStop\nProto:\nNRGB A 0 A_GiveInventory(\"PrototoUpgradeTM\",1)\nStop\n}\n}\n\nActor RushCoilGiver : ItemGiver replaces RushCoil\n{\nInventory.PickUpMessage \"You gain a puppy dog.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEAP B 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"Proto\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\nSuccess:\nNRGB A 0 A_GiveInventory(\"RushCoil\",1)\nStop\nProto:\nDUST B 0 A_GiveInventory(\"ProtoCoilItem\",1)\nStop\n}\n}\n\nActor RushJetGiver : ItemGiver replaces RushJet\n{\nInventory.PickUpMessage \"You gain a flying puppy dog.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEA2 B 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"Proto\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"RushJet\",1)\nStop\nProto:\nDUST B 0 A_GiveInventory(\"ProtoJetItem\",1)\nStop\n}\n}\n\nActor RushMarineGiver : ItemGiver replaces RushMarine\n{\nInventory.Icon \"RUSHN0\"\nInventory.PickUpMessage \"You gain a swimming puppy dog.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nRUSH N 2\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"Proto\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"RushMarine\",1)\nStop\nProto:\nDUST B 0 A_GiveInventory(\"ProtoJetItem\",1)\nStop\n}\n}\n\nActor ETankGiver : ItemGiver replaces ETank\n{\nInventory.PickUpMessage \"You gain cheap healing item.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EF 6\nGoTo Spawn+2\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"ETankTM\",1)\nStop\n}\n}\n\nActor WTankGiver : ItemGiver replaces WTank\n{\nInventory.PickUpMessage \"You gain portable instant power.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EH 6\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nStop\nSuccess:\nDUST B 0 A_GiveInventory(\"WTankTM\",1)\nStop\n}\n}\n\nActor MTankGiverTM : ItemGiver replaces MTank\n{\nInventory.PickUpMessage \"You gain a broken mega-healing item.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EG 6\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nStop\nSuccess:\nDUST B 0 A_GiveInventory(\"MTankTM\",1)\nDUST B 0\nStop\n}\n}\n\nActor TangoSummonGiver : ItemGiver replaces TangoSummon\n{\nInventory.RespawnTics 1575 //45 seconds\nInventory.PickUpMessage \"You gain a CAT.\"\nStates\n{\nSpawn:\nWEA3 B 1\nLoop\nPickUp:\n//DUST B 0 A_JumpIfInventory(\"IsZomo\",1,\"CatParade\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\n/*CatParade:\nDUST B 0 A_GiveInventory(\"LeenaSupportSummon\",1)\nDUST B 0 A_PlaySoundEx(\"item/pokemonget\",\"Voice\")\nstop*/\nSuccess:\nDUST B 0 A_GiveInventory(\"TangoSummonTM\",1)\nDUST B 0\nStop\n}\n}\n\nActor TrebleSentryGiver : ItemGiver replaces TrebleSentry\n{\nInventory.RespawnTics 1575 //45 seconds\nInventory.PickUpMessage \"You gain a trained purple dog.\"\nStates\n{\nSpawn:\nTRBI A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"IsZomo\",1,\"MiniMe\")\nDUST B 0 A_JumpIfInventory(\"DrillArm\",1,\"Success2\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Treble\")\nFail\nMiniMe:\nDUST B 0 A_PlaySoundEx(\"item/1up\",\"SoundSlot5\")\nDUST B 0 A_GiveInventory(\"NotElementmanMiniToySummon\",1)\nstop\nSuccess2:\nNRGB A 0 A_GiveInventory(\"DimpsyWhaleItem\",1)\nNRGB A 0 A_PlaySoundEx(\"weapon/mcwhalen\",\"Dimpsy\")\nStop\nTreble:\nNRGB A 0 A_GiveInventory(\"TrebleSentryTM\",1)\nStop\n}\n}\n\nActor ReggaeGiver : ItemGiver replaces ReggaeCall\n{\nInventory.PickUpMessage \"You gain the flappy bird that no one will ever see.\"\nStates\n{\nSpawn:\nTNT1 A 0\nStop\n}\n}\n\nActor BeatCallGiver : ItemGiver replaces BeatCall\n{\nInventory.RespawnTics 200\nInventory.PickUpMessage \"You gain Flappy Bird's 2nd cousin twice removed.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEA3 I 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"BeatCallCheck\",1)\nStop\n}\n}\n\nActor Item1Giver : ItemGiver replaces Item1\n{\nInventory.RespawnTics 210\nInventory.PickUpMessage \"You gain a floating brick.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEA2 A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"Proto\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Item1\")\nStop\nItem1:\nDUST B 0 A_GiveInventory(\"Item1\",3)\nStop\nProto:\nDUST B 0 A_GiveInventory(\"ProtoBalloon\",1)\nStop\n}\n}\n\nActor Item2Giver : ItemGiver replaces Item2\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain a flying brick.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEA2 D 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"Proto\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Item1\")\nStop\nItem1:\nDUST B 0 A_GiveInventory(\"Item2\",2)\nStop\nProto:\nDUST B 0 A_GiveInventory(\"ProtoJetItem\",1)\nStop\n}\n}\n\nActor AutoHeadGiver : ItemGiver replaces EddieSummon\n{\nInventory.PickUpMessage \"You gain an... Auto-Head?\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nAUHE Q 0\nAUHE Q 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nAUHE Q 1\nGoto Spawn+2\nPickUp:\nAUHE Q 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nSuccess:\nAUHE Q 0 A_GiveInventory(\"AutoHeadSummon\",1)\nStop\n}\n}\n\nactor ETankTM : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nInventory.PickUpMessage \"Support Item! E-Tank!\"\ninventory.icon \"ETANK\"\nInventory.PickupSound \"item/1up\"\n+INVBAR\n+COUNTITEM\nscale 2.0\nStates\n{\nSpawn:\nEBAL F 0\nEBAL F 0 Thing_ChangeTID(0,999)\nEBAL FE 6\nGoto Spawn+2\nUse:\nEBAL E 0 A_JumpIfHealthLower(1000,\"Success\")\nfail\nSuccess:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 HealThing(1000)\nEBAL E 0 A_TakeInventory(\"ETankTM\",1)\nfail\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor WTankTM : CustomInventory\n{\n+INVBAR\n+COUNTITEM\nInventory.Amount 1\nInventory.MaxAmount 5\nInventory.PickUpMessage \"Support Item! W-Tank!\"\nInventory.Icon \"WTANK\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EH 6\nGoTo Spawn+2\nUse:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),\"Success\")\nFail\nSuccess:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 ACS_Execute(992,0,255)\nEBAL E 0 A_TakeInventory(\"WTankTM\",1)\nFail\n}\n}\n\nActor MTankTM : CustomInventory\n{\n+INVBAR\n+COUNTITEM\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.PickUpMessage \"Support Item! M-Tank!\"\nInventory.Icon \"MTANK\"\nInventory.PickupSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EG 6\nGoTo Spawn+3\nUse:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 HealThing(1000)\nEBAL E 0 A_GiveInventory(\"BubbleLeadAmmo\",255)\nEBAL E 0 A_GiveInventory(\"LeafShieldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AtomicFireAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ShadowBladeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NapalmBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AirShooterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HyperBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MagnetMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TopSpinAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NeedleCannonAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GeminiLaserAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SearchSnakeAmmo\",255)\n//EBAL E 0 A_GiveInventory(\"TimeStopperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SuperArmAmmo\",255)\nEBAL E 0 A_GiveInventory(\"IceSlasherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderBeamAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DiveMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MetalBladeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HardKnuckleAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DrillBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BlizzardAttackAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FireStormAmmo\",255)\nEBAL E 0 A_GiveInventory(\"QuickBoomerangAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CrashBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ChargeKickAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RollingCutterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RingBoomerangAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SparkShockAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GyroAttackAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PowerStoneAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DustCrusherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PharaohShotAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SkullBarrierAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WaterWaveAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CrystalEyeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlameBlastAmmo\",255)\nEBAL E 0 A_GiveInventory(\"YamatoSpearAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DiveMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PlantBarrierAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SilverTomahawkAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WindStormAmmo\",255)\nEBAL E 0 A_GiveInventory(\"KnightCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"StarCrashAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RainFlushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SakugarneAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BalladeCrackerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ScrewCrusherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlashStopperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GravityHoldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CentaurFlashAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MirrorBusterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FreezeCrackerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DangerWrapAmmo\",255)\nEBAL E 0 A_GiveInventory(\"JunkShieldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderBoltAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SlashClawAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ScorchWheelAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NoiseCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WildCoilAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AstroCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlameSwordAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderClawAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HomingSniperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WaterBalloonAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MegaBallAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlashBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"IceWaveAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TornadoHoldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TenguBladeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WaveBurnerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SpreadDrillAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CopyVisionAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MagicCardAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RemoteMineAmmo\",255)\nEBAL E 0 A_GiveInventory(\"IceWallAmmo\",255)\nEBAL E 0 A_GiveInventory(\"LightningBoltAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TimeSlowAmmo\",255)\nEBAL E 0 A_GiveInventory(\"OilSliderAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BoostAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ToyDropperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WildSprintAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HarpNoteAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BombRainAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WeafShieldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RaveBeamAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BlueShellAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BoulderTossAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MegaBoltAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThisWayAmmo\",255)\nEBAL E 0 A_GiveInventory(\"LauncherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PissAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PharaohWaveAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RFMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MetroidAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AquaClusterAmmo\",255)\nGoTo Additional\nAdditional:\nEBAL E 0\nStop\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nActor BeatSupportGiver : ItemGiver replaces BeatSupport\n{\nInventory.PickUpMessage \"You gain a fucking bird.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWEA4 O 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"IAmProtoFlag\",1,\"Proto\")\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\nSuccess:\nNRGB A 0 A_GiveInventory(\"BeatSupport\",1)\nStop\nProto:\nNRGB A 0 A_GiveInventory(\"BeatShieldItem\",1)\nStop\n}\n}\n\nActor AdaptorGiver : ItemGiver replaces AdaptorUpgrade\n{\nInventory.RespawnTics 1050 //30 seconds\nInventory.PickUpMessage \"You gain buff.\"\nStates\n{\nSpawn:\nWEA3 P 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"DrillArm\",1,\"Success2\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_PlaySoundEx(\"item/1up\",\"SoundSlot5\")\nNRGB A 0 A_GiveInventory(\"AdaptorUpgradeTM\",1)\nStop\nSuccess2:\nNRGB A 0 A_GiveInventory(\"SatDollToss\",1)\nNRGB A 0 A_PlaySoundEx(\"weapon/knuxitem\",\"SoundSlot5\")\nStop\n}\n}\n\nActor LaserBusterGiver : ItemGiver replaces LaserBusterUpgrade\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain lazors.\"\nInventory.PickUpSound \"item/1up\"\nstates\n{\nSpawn:\nWEA4 K 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"LaserBusterUpgradeTM\",1)\nStop\n}\n}\n\nActor ArrowBusterGiver : ItemGiver replaces ArrowBusterUpgrade\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain a sniping gun.\"\nInventory.PickUpSound \"item/1up\"\nstates\n{\nSpawn:\nWEA4 L 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"ArrowBusterUpgradeTM\",1)\nStop\n}\n}\n\nActor DuoFistGiver : ItemGiver replaces DuoFistUpgrade\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain fisting.\"\nstates\n{\nSpawn:\nDUOF A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"DrillArm\",1,\"Success2\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nSuccess:\nDUST B 0 A_GiveInventory(\"DuoFistUpgradeTM\",1)\nStop\nSuccess2:\nNRGB A 0 A_GiveInventory(\"DimpsyPonyItem\",1)\nNRGB A 0 A_PlaySoundEx(\"weapon/knuxitem\",\"SoundSlot5\")\nStop\n}\n}\n\nActor WireAdaptorGiver : ItemGiver replaces WireAdaptor\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain some rope to hang yourself with.\"\nInventory.PickUpSound \"item/1up\"\nStates\n{\nSpawn:\nWADP A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanUseItems\",1,\"Success\")\nFail\nSuccess:\nDUST A 0 A_GiveInventory(\"WireAdaptor\",2)\nStop\n}\n}\n\nActor TrebleBoostGiver : ItemGiver replaces TrebleBoostUpgrade\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain wings.\"\nInventory.PickupSound \"item/1up\"\nStates\n{\nSpawn:\nTRBB I 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\",1,\"Success\")\nFail\nSuccess:\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",7)\nTRBB I 0 A_GiveInventory(\"TrebleBoostUpgradeTM\",1)\nTRBB I 0 A_GiveInventory(\"TrebleFlightCounter\",28)\nTRBB I 0 A_SelectWeapon(\"TrebleBoostTM\")\nStop\n}\n}\n\nActor EnergyBalancerGiver : ItemGiver replaces EnergyBalancer\n{\nInventory.RespawnTics 350\nInventory.PickUpMessage \"You gain the balance of power.\"\nInventory.PickupSound \"item/1up\"\nStates\n{\nSpawn:\nNRGB AB 6\nLoop\nPickUp:\nNRGB A 0 A_JumpIfInventory(\"EnergyBalancer\",1,2)\nNRGB A 0 A_JumpIfInventory(\"CanCopyWeapons\",1,2)\nNRGB A 0\nFail\nNRGB A 0 A_GiveInventory(\"EnergyBalancer\",1)\nNRGB A 0 A_GiveInventory(\"EnergyBalancerActive\",1)\nStop\n}\n}\n\nactor TangoSummonTM : TangoSummon\n{\nstates\n{\nUse:\nWEA3 B 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 B 0 A_SpawnItemEx(\"TangoTeleportTM\", 40, 0, 256, 0, 0, -24, 0, SXF_NOCHECKPOSITION, 0)\nstop\n}\n}\n\nactor TangoTM : Tango\n{\nstates\n{\nLook:\nTANG I 0 A_ChangeFlag(\"NOCLIP\",0)\nTANG IJ 2\nTANG I 0 A_PlaySoundEx(\"item/tango\",\"Voice\")\nTANG ABCDBCA 4\nTANG A 0 A_SpawnItemEx(\"TangoAttackTM\",0,0,0,35,0,10)\nstop\n}\n}\n\nactor AltTangoTM1 : Tango\n{\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Death\")\nTNT1 A 1 A_ChangeFlag(\"MISSILE\",0)\nTNT1 A 1 A_JumpIf(z-floorz<=0, \"Look\")\nGoto Spawn+2\nLook:\nPKES K 0 A_ChangeFlag(\"NOCLIP\",0)\nPKES K 0 A_PlaySoundEx(\"misc/espeoncry2\",\"Voice\")\nPKES KLMLKLM 3\nPKES K 0 A_SpawnItemEx(\"PurpleCatAttack\",0,0,0,35,0,9)\nstop\nDeath:\nPKES A 1 A_Fadeout(0.08)\nloop\n}\n}\n\nactor TangoTeleportTM : TangoTeleport\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 9\nTNT1 AAAAAAAAAA 1 A_CheckFloor(\"Next\")\nNext:\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nGoto Death\nDeath:\nTNT1 A 0 A_Jump(32,\"OhNoAPurpleCat\")\nTNT1 A 0 A_SpawnItemEx(\"TangoTM\",0,0,0,0,0,momz,0,SXF_NOCHECKPOSITION,0)\nstop\nOhNoAPurpleCat:\nTNT1 A 0 A_SpawnItemEx(\"AltTangoTM1\",0,0,0,0,0,momz,0,SXF_NOCHECKPOSITION,0)\nstop\n}\n}\n\nactor TangoAttackTM : TangoAttack\n{\nRadius 16\nHeight 16\nObituary \"%o was mauled by %k's cute pet Tango.\"\nDamage (175)\nReactiontime 30\n}\n\nactor PurpleCatAttack : TangoAttack\n{\nRadius 20\nHeight 20\nScale 2.0\nObituary \"%o learned not to mess with %k's cute pet \\ctPurple cat\\c-.\"\nDamage (285)\nWallBounceFactor 1.0\nReactiontime 40\nStates\n{\nSpawn:\nPKES F 0\nPKES FFFFFFFFF 1 A_SpawnItemEx(\"PurpleCatImage\")\nPKES F 0 A_Countdown\ngoto Spawn+1\nDeath:\nPKES F 1 A_Fadeout(0.07)\nloop\n}\n}\n\nActor PurpleCatImage\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n-SOLID\nRenderstyle \"Translucent\"\nAlpha 0.75\nRadius 1\nHeight 1\nScale 2.0\nSpeed 0\nDamage(0)\nStates\n{\nSpawn:\nPKES F 0\nPKES F 4\ngoto Death\nDeath:\nPKES F 2 A_Fadeout(0.13)\nloop\n}\n}\n\nactor TrebleSentryTM : TrebleSentry\n{\nStates\n{\nUse:\nTRBI A 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTRBI A 0 A_SpawnItemEx(\"TrebleTeleportTM\", 40, 0, 256, 0, 0, -24, 0, SXF_NOCHECKPOSITION, 0)\nstop\n}\n}\n\nactor TrebleTM : Treble\n{\nstates\n{\nTeamTreble:\nTRBL A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nTRBL A 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL A 0 A_GiveInventory(\"CutterFlag\",1)\nTRBL A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL A 0 A_GiveInventory(\"CutterFlag\",1)\nTRBL A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL A 0 A_GiveInventory(\"CutterFlag\",1)\nTRBL A 6\nloop\nSee:\nTRBL A 0 A_JumpIfInventory(\"Once\", 1, 2)\nTRBL A 1 A_JumpIf(ACS_ExecuteWithResult(975, 1)==1,\"TeamTreble\")\nTRBL A 1 A_GiveInventory(\"Once\", 1)\nTRBL AAAAAAAA 1 A_Chase\nTRBL BCBCBC 4 A_Chase\nTRBL A 0 A_JumpIfTargetInLOS (\"Missile\", 0, 0)\nTRBL A 0 A_GiveInventory(\"CutterFlag\",2)\nTRBL A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nloop\nMissile:\nTRBL A 1 A_FaceTarget\nTRBL A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nTRBL A 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),0)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),0)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),0)\nTRBL A 0 A_GiveInventory(\"CutterFlag\",2)\nTRBL A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nTRBL A 0 A_FaceTarget\nTRBL A 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),0)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),0)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),0)\nTRBL A 0 A_GiveInventory(\"CutterFlag\",2)\nTRBL A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nTRBL A 0 A_FaceTarget\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL I 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nTRBL I 4 A_CustomMissile(\"TrebleShotTM\",8,0,random(-6,6),2)\nTRBL A 0 A_GiveInventory(\"CutterFlag\",2)\nTRBL A 4 A_Jump(96,2)\nTRBL A 0 A_JumpIfTargetInLOS (\"Missile\", 0, 0)\nTRBL A 2 A_ClearTarget\nGoto See\n}\n}\n\nActor TrebleTeleportTM : TrebleTeleport\n{\nStates\n{\nSpawn:\nTRBL F 0\nTRBL F 9\nTRBL FFFFFFFFFF 1 A_CheckFloor(\"Next\")\nGoto Next\nNext:\nTRBL F 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nTRBL F 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nGoto Death\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"TrebleTM\",0,0,0,0,0,momz,0,SXF_NOCHECKPOSITION,0)\nstop\n}\n}\n\nactor TrebleShotTM : TrebleShot\n{\nSpeed 60\nRadius 10\nHeight 10\nObituary \"%o was pew-pew'd by %k's best friend Treble.\"\nDamage (55)\n}"
},
{
"source": "pk3",
"name": "Actors/BassWeapons.txt",
"contents": "actor FireStormWepTMB : FireStormWep //thanks stardust/justified for the huds/code\n{\nStates\n{\nReady:\nBFIR G 0 ACS_ExecuteAlways(998,0,21)\nBFIR G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBFIR G 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBFIR G 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBFIR H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBFIR H 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nBFIR H 1 A_FireCustomMissile(\"FireStorm\",0,1,8,0)\nBFIR H 4 A_GunFlash\nBFIR I 6\nBFIR G 5\nGoto Ready+1\nNoAmmo:\nBFIR G 0 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor RollingCutterWepTMB : RollingCutterWep\n{\nStates\n{\nFire:\nBASB A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBUSH S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUSH T 0 A_TakeInventory(\"RollingCutterFlag\", 1)\nBUSH T 2 A_FireCustomMissile(\"RollingCutter\",0,1,8,0)\nBUSH UVWXY 2\nGoto Check\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SuperArmWepTMB : SuperArmWep\n{\nStates\n{\nSpawn:\nWEAP O 1\nloop\nReady:\nGUTA A 0 ACS_ExecuteAlways(998,0,14)\nGUTA A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nGUTA A 0 A_JumpIfInventory(\"SuperArmTemp\",1,24)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nGUTA A 1 A_Lower\nGoto Deselect+1\nGUTA A 0\nGUTA A 0 A_JumpIfHealthLower(0,9)\nGUTA A 0 A_FireCustomMissile(\"Gutrock\",0,1,0,56)\nGUTA FGHIJKLM 3\nGUTA A 0 A_TakeInventory(\"SuperArmTemp\",1)\nGUTA A 0 A_TakeInventory(\"SuperArmTempKing\",1)\nGUTA A 0 A_TakeInventory(\"SuperArmTempJunk\",1)\nGUTA A 0 A_TakeInventory(\"SuperArmTempRyu\",1)\nGUTA A 0 A_TakeInventory(\"SuperArmTempSteam\",1)\nGUTA A 0 A_TakeInventory(\"SuperArmTempSanic\",1)\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nGUTA A 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempJunk\",1,\"ThrowJunk\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempKing\",1,\"ThrowKing\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempFlareon\",1,\"ThrowFlareon\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempRyu\",1,\"ThrowRyu\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempSteam\",1,\"ThrowSteam\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempSanic\",1,\"ThrowSanic\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Throw\")\nTNT1 A 1 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 A 0 A_Jump(32,\"KingInstead\",\"SanicInstead\")\nTNT1 A 0 A_Jump(48,\"JunkInstead\")\nTNT1 A 0 A_Jump(96,\"FlareonInstead\",\"RyuInstead\",\"SteamInstead\")\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTemp\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"TempGutrock\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"TempGutrock\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"TempGutrock\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"TempGutrock\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"TempGutrock\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"TempGutrock\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto Fire+28\nKingInstead:\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTempKing\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"SuddenlyATempKing\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"SuddenlyATempKing\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"SuddenlyATempKing\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"SuddenlyATempKing\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"SuddenlyATempKing\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"SuddenlyATempKing\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto KingInstead+18\nJunkInstead:\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTempJunk\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"JunkSquareTemp\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"JunkSquareTemp\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"JunkSquareTemp\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"JunkSquareTemp\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"JunkSquareTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"JunkSquareTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto JunkInstead+18\nFlareonInstead:\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTempFlareon\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"FlareonTemp\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"FlareonTemp\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"FlareonTemp\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"FlareonTemp\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"FlareonTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"FlareonTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto FlareonInstead+18\nRyuInstead:\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTempRyu\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"HadoukenTemp\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"HadoukenTemp\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"HadoukenTemp\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"HadoukenTemp\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"HadoukenTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"HadoukenTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto RyuInstead+18\nSteamInstead:\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTempSteam\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"SteamSaleTemp\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"SteamSaleTemp\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"SteamSaleTemp\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"SteamSaleTemp\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"SteamSaleTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"SteamSaleTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto SteamInstead+18\nSanicInstead:\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTempSanic\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"SanicTemp\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"SanicTemp\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"SanicTemp\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"SanicTemp\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"SanicTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"SanicTemp\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto SanicInstead+18\nThrow:\nGUTA A 0 A_FireCustomMissile(\"Gutrock\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmTemp\",1)\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowKing:\nGUTA A 0 A_FireCustomMissile(\"SuddenlyAKing\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmTempKing\",1)\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowJunk:\nGUTA A 0 A_FireCustomMissile(\"JunkSquare\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmTempJunk\",1)\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowFlareon:\nGUTA A 0 A_FireCustomMissile(\"SuddenlyFlareon\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmTempFlareon\",1)\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowRyu:\nGUTA A 0 A_PlaySoundEx(\"weapon/hadouken\",\"Weapon\")\nGUTA A 0 A_FireCustomMissile(\"RyuHadouken\",0,0,8,0)\nGUTA A 0 A_TakeInventory(\"SuperArmTempRyu\",1)\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowSteam:\nGUTA A 0\nGUTA A 0 A_PlaySoundEx(\"weapon/gabenthx\",\"weapon\")\nGUTA A 0 A_FireCustomMissile(\"SteamSale\",0,0,8,0)\nGUTA A 0 A_TakeInventory(\"SuperArmTempSteam\",1)\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowSanic:\nGUTA A 0\nGUTA A 0 A_FireCustomMissile(\"Sanic\",0,1,8,0)\nGUTA A 0 A_TakeInventory(\"SuperArmTempSanic\",1)\nGUTA FGHIJKLM 1\nGoto Ready+1\nThrowAlt:\nGUTA A 0 A_FireCustomMissile(\"Gutrock\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmAmmo\",4)\nGUTA A 0 A_TakeInventory(\"SuperArmTemp\",1)\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowKingAlt:\nGUTA A 0 A_FireCustomMissile(\"SuddenlyAKing\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmAmmo\",4)\nGUTA A 0 A_TakeInventory(\"SuperArmTempKing\",1)\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowJunkAlt:\nGUTA A 0 A_FireCustomMissile(\"JunkSquare\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmAmmo\",4)\nGUTA A 0 A_TakeInventory(\"SuperArmTempJunk\",1)\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowFlareonAlt:\nGUTA A 0 A_FireCustomMissile(\"SuddenlyFlareon\",0,1,0,56)\nGUTA A 0 A_TakeInventory(\"SuperArmAmmo\",4)\nGUTA A 0 A_TakeInventory(\"SuperArmTempFlareon\",1)\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowRyuAlt:\nGUTA A 0\n//GUTA A 0 A_PlaySoundEx(\"weapon/hadouken\",\"Weapon\")\nGUTA A 0 A_FireCustomMissile(\"RyuHadouken\",0,1,8,32)\nGUTA A 0 A_TakeInventory(\"SuperArmAmmo\",4)\nGUTA A 0 A_TakeInventory(\"SuperArmTempRyu\",1)\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowSteamAlt:\nGUTA A 0\nGUTA A 0 A_PlaySoundEx(\"weapon/gabenthx\",\"weapon\")\nGUTA A 0 A_FireCustomMissile(\"SteamSale\",0,1,8,56)\nGUTA A 0 A_TakeInventory(\"SuperArmAmmo\",4)\nGUTA A 0 A_TakeInventory(\"SuperArmTempSteam\",1)\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGUTA FGHIJKLM 2\nGoto Ready+1\nThrowSanicAlt:\nGUTA A 0\nGUTA A 0 A_FireCustomMissile(\"Sanic\",0,1,8,32)\nGUTA A 0 A_TakeInventory(\"SuperArmTempSanic\",1)\nGUTA A 0 A_TakeInventory(\"SuperArmAmmo\",4)\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGUTA FGHIJKLM 2\nGoto Ready+1\nHold:\nGUTA A 1 ACS_Execute(979,0)\nGoto Ready+1\nNoAmmo:\nGUTA A 0 ACS_Execute(979,0)\nGoto Hold\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempJunk\",1,\"ThrowJunkAlt\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempKing\",1,\"ThrowKingAlt\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempFlareon\",1,\"ThrowFlareonAlt\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempRyu\",1,\"ThrowRyuAlt\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempSteam\",1,\"ThrowSteamAlt\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"ThrowAlt\")\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTempSanic\",1,\"ThrowSanicAlt\")\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor HyperBombWepTMB : HyperBombWep\n{\nStates\n{\nFire:\nBASB A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBOMH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBOMH A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBOMH A 0 A_FireCustomMissile(\"HyperBomb\",0,1,8,0)\nBOMH BCDEFG 2\nBOMH HI 2\nBOMH A 7\nBOMH A 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor TimeSlowWepTMB : TimeSlowWep\n{\nStates\n{\nFire:\nTSLO A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nTSLO A 0 A_JumpIfInventory(\"PowerTime\",1,\"NoAmmo\")\ngoto Fire1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor IceSlasherWepTMB : IceSlasherWep\n{\nStates\n{\nReady:\nBICE D 0 ACS_ExecuteAlways(998,0,15)\nBICE D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBICE D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBICE D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBICE D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBICE D 0 A_PlaySoundEx(\"weapon/iceslasher\",\"Weapon\")\nBICE D 0 A_FireCustomMissile(\"IceSlasherTM\",0,1,8,0)\nBICE EFD 3\nBICE D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBICE D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor ThunderBeamWepTMB : ThunderBeamWep\n{\nStates\n{\nReady:\nBTHU H 0 ACS_ExecuteAlways(998,0,16)\nBTHU H 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBTHU H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBTHU H 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBTHU H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBTHU H 0 A_PlaySoundEx(\"weapon/thunderbeam\",\"Weapon\")\nBTHU H 0 A_FireCustomMissile(\"ThunderBeamTM\",0,0,8,0)\nBTHU H 0 A_FireCustomMissile(\"ThunderBeam\",-90,0,8,0)\nBTHU H 0 A_FireCustomMissile(\"ThunderBeam\",90,1,8,0)\nBTHU IJ 5\nBTHU H 14\nBTHU H 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBTHU H 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor OilSliderWepTMB : OilSliderWep\n{\nstates\n{\nReady:\nBOIL A 0 A_TakeInventory(\"OilCheck\", 999)\nBOIL A 0 ACS_ExecuteAlways (998,0,95)\nBOIL A 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nBOIL A 1 A_WeaponReady\ngoto Ready+2\nDeselect:\nTNT1 A 0 A_TakeInventory(\"OilCheck\", 999)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBOIL A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBOIL A 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBOIL A 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nBOIL A 0 A_JumpIfNoAmmo (\"NoAmmo\")\nBOIL A 0 A_PlaySoundEx(\"weapon/oilshot\",\"Weapon\")\nBOIL A 0 A_FireCustomMissile(\"OilShot\",0,1,8,0)\nBOIL BCA 5\nBOIL A 0 A_Refire\ngoto Ready+2\nSlideBegin:\nBOIL A 0 A_JumpIfInventory(\"OilJump\",1,\"OilPogo\")\nBOIL A 0 A_GiveInventory(\"OilSliderFlag\",30)\nBOIL A 0 A_TakeInventory(\"OilSliderAmmo\",4)\nBOIL A 0 A_GiveInventory(\"OilJump\", 1)\nBOIL A 0 A_GiveInventory(\"OilBoat\", 1)\nBOIL A 0 A_GunFlash\nBOIL A 0 A_JumpIfInventory(\"IsBot\", 1, \"BotSlide\") //If Player is Bot, change\nBOIL A 0 A_JumpIfInventory(\"OilCheck\",1,\"AmmoCheck\")\nGoto SlideEnd\nAmmoCheck:\nBOIL A 0\nBOIL A 0 SetPlayerProperty(0,1,0)\nBOIL A 0 A_JumpIfInventory(\"OilSliderFlag\",1,\"Slide\")\nGoto SlideEnd\nSlide:\nBOIL A 0 A_TakeInventory (\"OilSliderFlag\",1)\nBOIL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil (-10)\nBOIL A 0 A_JumpIfInventory(\"IsUnderWater\", 1, \"UnderWater\")\nGoto SlideContinue\nUnderWater:\nBOIL A 0 A_JumpIf(z-floorz>32, 1)\nGoto SlideContinue\nBOIL A 0 A_JumpIf(momz<=0,2)\nBOIL A 0 ThrustThingZ(0, 7, 0, 1)\nGoto SlideContinue\nBOIL A 0 SetPlayerProperty(0,1,3)\nBOIL A 0 ThrustThingZ(0, 5, 0, 0)\nGoto SlideContinue+1\nSlideContinue:\nBOIL A 0 SetPlayerProperty(0,0,3)\nBOIL A 0 A_SpawnItemEx(\"OilSlider\", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nBOIL A 1 A_WeaponReady (WRF_NOSWITCH|WRF_NOSECONDARY)\nBOIL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nBOIL A 1 A_WeaponReady (WRF_NOSWITCH|WRF_NOSECONDARY)\nBOIL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nBOIL A 1 A_WeaponReady (WRF_NOSWITCH|WRF_NOSECONDARY)\nBOIL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nBOIL A 1 A_WeaponReady (WRF_NOSWITCH|WRF_NOSECONDARY)\nBOIL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nBOIL A 1 A_WeaponReady (WRF_NOSWITCH|WRF_NOSECONDARY)\nBOIL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nBOIL A 0 A_JumpIfInventory(\"OilCheck\",1,\"AmmoCheck\")\nGoto SlideEnd\nBotSlide:\nBOIL A 0 A_SpawnItemEx(\"OilSlider\", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nBOIL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nBOIL A 0 A_PlaySoundEx(\"weapon/OilSlider\",\"Weapon\")\nBOIL A 0 A_GiveInventory(\"CutterFlag\", 1)\nBOIL A 0 A_TakeInventory(\"OilSliderFlag\",1)\nBOIL A 0 A_JumpIfInventory(\"Cutterflag\", 15, 1)\nLoop\nBOIL A 0 A_TakeInventory(\"Cutterflag\", 999)\nBOIL A 0 A_Jump(224, \"OilPogo\")\nGoto SlideEnd\nOilPogo:\nBOIL A 0\nBOIL A 0 A_Recoil(5)\nBOIL A 0 ThrustThingZ(0, 30, 0, 0)\nBOIL A 0 A_Jump(256,\"SlideEnd\")\nGoto SlideEnd\nNoAmmo:\nBOIL A 1 ACS_Execute(979,0)\ngoto Ready+2\nSlideEnd:\nBOIL A 0 SetPlayerProperty(0,0,0)\nBOIL A 0 SetPlayerProperty(0,0,3)\nBOIL A 0 A_StopSound(CHAN_WEAPON)\nBOIL A 0 A_TakeInventory (\"OilSliderFlag\",32)\nBOIL A 0 A_TakeInventory(\"OilCheck\", 999)\nBOIL A 0 A_TakeInventory (\"OilBoat\",999)\nBOIL A 0 A_TakeInventory (\"OilJump\",999)\nBOIL A 10\ngoto Ready+2\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+2\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+2\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+2\n}\n}\n\nactor AirShooterWepTMB : AirShooterWep\n{\nStates\n{\nReady:\nBAIR D 0 ACS_ExecuteAlways(998,0,6)\nBAIR D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBAIR D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBAIR D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBAIR D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBAIR D 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBAIR D 0 A_FireCustomMissile(\"AirShot\",-15,0,8,0)\nBAIR D 0 A_FireCustomMissile(\"AirShot\",15,0,8,0)\nBAIR D 0 A_FireCustomMissile(\"AirShot\",30,0,8,0)\nBAIR D 0 A_FireCustomMissile(\"AirShot\",-30,0,8,0)\nBAIR D 0 A_FireCustomMissile(\"AirShot\",0,1,8,0)\nBAIR EF 6\nBAIR D 7\nBAIR D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBAIR D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor AtomicFireWepTMB : AtomicFireWep\n{\nStates\n{\nReady:\nBATO G 0 ACS_ExecuteAlways(998,0,3)\nBATO G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBATO G 1\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBATO G 1\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBATO G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBATO G 1\ngoto Hold\nHold:\nBATO G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBATO G 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Hold2\")\nBATO G 2 A_GiveInventory(\"WeaponCharge\",1)\nBATO G 0 A_Refire\nGoto Fire1\nHold2:\nBATO G 0 A_StopSoundEx (\"Weapon\")\nBATO G 0 A_PlaySoundEx(\"weapon/heat1\", \"Weapon\")\nBATO G 0 A_JumpIfInventory(\"WeaponCharge\",48,\"Hold3\")\nBATO H 1 ACS_ExecuteAlways(991,0,60)\nBATO G 0 ACS_ExecuteAlways(991,0,3)\nBATO G 1 A_GiveInventory(\"WeaponCharge\",1)\nBATO G 0 A_Refire\nGoto Fire1\nHold3:\nBATO G 0 A_StopSoundEx (\"Weapon\")\nBATO G 0 A_PlaySoundEx(\"weapon/heat2\", \"Weapon\")\nBATO G 0 A_JumpIfInventory(\"WeaponCharge\",71,\"Hold4\")\nBATO I 1 ACS_ExecuteAlways(991,0,61)\nBATO G 1 ACS_ExecuteAlways(991,0,3)\nBATO G 0 A_GiveInventory(\"WeaponCharge\",1)\nBATO G 0 A_Refire\nGoto Fire2\nBotFire:\nBATO G 0 A_Jump(16, \"Fire3\")\nBATO G 0 A_Refire\nGoto Fire3\nHold4:\nBATO G 0 A_StopSoundEx (\"Weapon\")\nBATO G 0 A_PlaySoundEx(\"weapon/heat3\", \"Weapon\")\nBATO J 1 ACS_ExecuteAlways(991,0,62)\nBATO G 1 ACS_ExecuteAlways(991,0,3)\nBATO G 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBATO G 0 A_Refire\nGoto Fire3\nFire1:\nBATO G 0 A_StopSoundEx (\"Weapon\")\nBATO G 0 A_TakeInventory(\"WeaponCharge\",999)\nBATO G 0 A_ClearRefire\nBATO G 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nBATO G 0 A_TakeInventory(\"AtomicFireAmmo\",2)\nBATO G 0 A_FireCustomMissile(\"AtomicFire1\",0,0,8,0)\nBATO KL 2\nGoto Ready+1\nFire2:\nBATO G 0 A_StopSoundEx (\"Weapon\")\nBATO G 0 A_TakeInventory(\"WeaponCharge\",999)\nBATO G 0 A_ClearRefire\nBATO G 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nBATO G 0 A_JumpIfInventory(\"AtomicFireAmmo\", 5, \"Fire2r\")\nBATO G 0 A_TakeInventory(\"AtomicFireAmmo\",5)\nBATO G 0 A_FireCustomMissile(\"AtomicFire1\",0,0,8,0)\nBATO KL 2\nGoto Ready+1\nFire2r:\nBATO G 0 A_TakeInventory(\"AtomicFireAmmo\",5)\nBATO G 0 A_FireCustomMissile(\"AtomicFire2\",0,0,8,0)\nBATO KL 2\nGoto Ready+1\nFire3:\nBATO G 0 A_StopSoundEx (\"Weapon\")\nBATO G 0 A_TakeInventory(\"WeaponCharge\",999)\nBATO G 0 A_ClearRefire\nBATO G 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nBATO G 0 A_JumpIfInventory(\"AtomicFireAmmo\", 10, \"Fire3r\")\nBATO G 0 A_JumpIfInventory(\"AtomicFireAmmo\", 5, \"Fire2r\")\nBATO G 0 A_TakeInventory(\"AtomicFireAmmo\",2)\nBATO G 0 A_FireCustomMissile(\"AtomicFire1\",0,0,8,0)\nBATO KL 3\nBATO G 3\nGoto Ready+1\nFire3r:\nBATO G 0 A_TakeInventory(\"AtomicFireAmmo\",10)\nBATO G 0 A_FireCustomMissile(\"AtomicFire3\",0,0,8,0)\nBATO KL 5\nBATO G 4\nGoto Ready+1\nNoAmmo:\nBATO G 1 ACS_Execute(979,0)\nBATO G 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor BubbleLeadWepTMB : BubbleLeadWep\n{\nStates\n{\nReady:\nBBUB D 0 ACS_ExecuteAlways(998,0,1)\nBBUB D 1 A_WeaponReady\ngoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBBUB D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBBUB D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBBUB D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBBUB D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBBUB D 0\nBBUB D 0 A_FireCustomMissile(\"BubbleLeadSpawner\",0,1,8,0)//A_SpawnItemEx(\"BubbleLeadStart\",6,0,0,8,0,8,0,0,0)\nBBUB EFD 4\nBBUB D 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBBUB D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor MetalBladeWepTMB : MetalBladeWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBUSH J 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUSH J 0 A_PlaySoundEx(\"weapon/metalblade\",\"Weapon\")\nBUSH J 0 A_FireCustomMissile(\"MetalBlade\",0,1,8,0)\nBUSH KL 2\nBUSH MN 3\nBUSH QQR 1 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor LeafShieldWepTMB : LeafShieldWep\n{\nStates\n{\nSpawn:\nWEAP F 1\nloop\nReady:\nLEAF A 0 ACS_ExecuteAlways(998,0,2)\nLEAF A 0 A_ClearRefire\nLEAF A 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nLEAF A 0 A_TakeInventory(\"ShieldCheck\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nLEAF A 1 A_Lower\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nLEAF A 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nLEAF A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\nLEAF A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLEAF A 0 A_TakeInventory(\"BasicArmor\",9999)\nLEAF A 0 //A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nLEAF A 0 A_TakeInventory(\"LeafShieldAmmo\",4)\nLEAF A 1 A_GiveInventory(\"ShieldCheck\",1)//A_SpawnItemEx(\"BubbleLeadStart\",6,0,0,8,0,8,0,0,0)\nLEAF BCDEF 2\ngoto ShieldActive\nHold:\nLEAF A 1\ngoto Ready+1\nShieldActive:\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF G 1 A_SpawnItemEx(\"LeafShield1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF G 1 A_SpawnItemEx(\"LeafShield1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF H 1 A_SpawnItemEx(\"LeafShield2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF H 1 A_SpawnItemEx(\"LeafShield2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF A 1 A_SpawnItemEx(\"LeafShield3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_SpawnItemEx(\"LeafShield3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_SpawnItemEx(\"LeafShield4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_SpawnItemEx(\"LeafShield4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nGoto Shield\nShield:\nLEAF A 0 A_JumpIfInventory(\"LeafShieldFlag\",125,\"ShieldThrow\")\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_SpawnItemEx(\"LeafShield1TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_SpawnItemEx(\"LeafShield1TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_SpawnItemEx(\"LeafShield2TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_SpawnItemEx(\"LeafShield2TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF A 0 A_SpawnItemEx(\"LeafShield3TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_SpawnItemEx(\"LeafShield3TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_SpawnItemEx(\"LeafShield4TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==1,\"ShieldThrow\")\nLEAF A 0 A_GiveInventory(\"LeafShieldFlag\",1)\nLEAF A 0 A_SpawnItemEx(\"LeafShield4TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nloop\nShieldThrow:\nLEAF A 0 A_TakeInventory(\"ShieldCheck\",999)\nLEAF A 0 A_TakeInventory(\"LeafShieldFlag\",9999)\nLEAF A 0 A_FireCustomMissile(\"LeafShieldTM\",0,0,0,0)\nLEAF IJ 3\nLEAF K 27\nLEAF I 3\ngoto Ready+1\nShieldThrowAlt:\nLEAF A 0 A_TakeInventory(\"ShieldCheck\",999)\nLEAF A 3 A_FireCustomMissile(\"LeafShieldTM\",0,0,0,0)\nLEAF A 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\ngoto Ready+1\nNoAmmo:\nLEAF A 1 ACS_Execute(979,0)\ngoto Ready+1\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"LeafShieldFlag\",1,\"ShieldThrowAlt\")\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor CrashBombWepTMB : CrashBombWep\n{\nStates\n{\nReady:\nBCRA X 0 ACS_ExecuteAlways(998,0,23)\nBCRA X 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBCRA X 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBCRA X 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBCRA X 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBCRA X 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBCRA X 0 A_FireCustomMissile(\"CrashBomb\",0,1,8,0)\nBCRA YZ 5\nBCRA X 15\nBCRA X 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBCRA X 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor QuickBoomerangWepTMB : QuickBoomerangWep\n{\nStates\n{\nReady:\nBQUI E 0 ACS_ExecuteAlways(998,0,22)\nBQUI E 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBQUI E 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBQUI E 1 A_Raise\nLoop\nFire:\nHold:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBQUI E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBQUI E 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBQUI E 0 A_FireCustomMissile(\"QuickBoomerangEX\",0,1,8,0)\nBQUI E 0 A_FireCustomMissile(\"QuickBoomerangEX\",15,0,8,0)\nBQUI E 0 A_FireCustomMissile(\"QuickBoomerangEX\",-15,0,8,0)\nBQUI EF 2\nBQUI E 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBQUI E 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor GeminiLaserWepTMB : GeminiLaserWep\n{\nStates\n{\nReady:\nBBLI D 0 ACS_ExecuteAlways(998,0,11)\nBBLI D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBBLI D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBBLI D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBBLI D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBBLI D 0 A_PlaySoundEx(\"weapon/gemini\",\"Weapon\")\nBBLI D 0 A_FireCustomMissile(\"GeminiLaser\",0,1,8,0)\nBBLI EF 3\nBBLI D 16\nBBLI D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBBLI D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor MagnetMissileWepTMB : MagnetMissileWep\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nStates\n{\nReady:\nBMAG C 0 ACS_ExecuteAlways(998,0,8)\nBMAG C 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBMAG C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBMAG C 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBMAG C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBMAG C 0 A_Jump(256,\"Magnet1\",\"Magnet2\",\"Magnet3\",\"Magnet4\")\nGoto Ready+1\nMagnet1:\nBMAG C 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nBMAG C 0 A_PlaySoundEx(\"mag/mag1\",\"Voice\")\nGoto FireEnd\nMagnet2:\nBMAG C 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nBMAG C 0 A_PlaySoundEx(\"mag/mag2\",\"Voice\")\nGoto FireEnd\nMagnet3:\nBMAG C 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nBMAG C 0 A_PlaySoundEx(\"mag/mag3\",\"Voice\")\nGoto FireEnd\nMagnet4:\nBMAG C 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nBMAG C 0 A_PlaySoundEx(\"mag/mag4\",\"Voice\")\nGoto FireEnd\nFireEnd:\nBMAG C 0 A_FireCustomMissile(\"MagnetMissileTM\",0,1,8,0)\nBMAG DEC 5\nBMAG C 15\nBMAG C 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBMAG C 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor NeedleCannonWepTMB : NeedleCannonWep\n{\nStates\n{\nReady:\nBNED B 0 ACS_ExecuteAlways(998,0,10)\nBNED B 0 A_TakeInventory(\"NeedleMinigunFlag\",999)\nBNED B 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBNED B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBNED B 1 A_Raise\nLoop\nFire:\nHold:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBNED B 0 A_JumpIfNoAmmo(\"No\")\nBNED B 0 A_JumpIfInventory(\"NeedleMinigunFlag\",25,\"Fire4\")\nBNED B 0 A_JumpIfInventory(\"NeedleMinigunFlag\",15,\"Fire3\")\nBNED B 0 A_JumpIfInventory(\"NeedleMinigunFlag\",6,\"Fire2\")\nBNED B 0 A_GiveInventory(\"NeedleMinigunFlag\",1)\nBNED B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-8,8),1,8,0)\nBNED CDB 3\nBNED B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBNED D 0 A_FireCustomMissile(\"NeedleTM\",random(-8,8),0,8,0)\nBNED CDB 3\nBNED B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-8,8),0,8,0)\nBNED CDB 3\nBNED B 0 A_Refire\nGoto Ready+1\nFire2:\nBNED B 0 A_GiveInventory(\"NeedleMinigunFlag\",1)\nBNED B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-6,6),1,8,0)\nBNED CDB 2\nBNED B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBNED D 0 A_FireCustomMissile(\"NeedleTM\",random(-6,6),0,8,0)\nBNED CDB 2\nBNED B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-6,6),0,8,0)\nBNED CDB 2\nBNED B 0 A_Refire\nGoto Ready+1\nFire3:\nBNED B 0 A_GiveInventory(\"NeedleMinigunFlag\",1)\nBNED B 0 A_PlaySoundEx(\"weapon/minigun\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),1,8,0)\nBNED CDB 1\nBNED B 0 A_PlaySoundEx(\"weapon/minigun\",\"Weapon\")\nBNED D 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),0,8,0)\nBNED CDB 1\nBNED B 0 A_PlaySoundEx(\"weapon/minigun\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),0,8,0)\nBNED CDB 1\nBNED B 0 A_Refire\nGoto Ready+1\nFire4:\nBNED B 0 A_GiveInventory(\"NeedleMinigunFlag\",1)\nBNED B 0 A_PlaySoundEx(\"weapon/minigun\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),1,8,0)\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),0,8,0)\nBNED CD 1\nBNED B 0 A_PlaySoundEx(\"weapon/minigun\",\"Weapon\")\nBNED D 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),0,8,0)\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),0,8,0)\nBNED CD 1\nBNED B 0 A_PlaySoundEx(\"weapon/minigun\",\"Weapon\")\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),0,8,0)\nBNED B 0 A_FireCustomMissile(\"NeedleTM\",random(-4,4),0,8,0)\nBNED CD 1\nBNED B 0 A_Refire\nGoto Ready+1\nNo:\nBNED B 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor HardKnuckleWepTMB : HardKnuckleWep\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nFIST A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFIST A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFIST B 2 A_SpawnItemEx(\"HardKnuckleFX\",-1,8,32,0,0,0)\nFIST CDE 2\nFIST B 0 SetPlayerProperty(0,1,0)\nFIST F 2 A_FireCustomMissile(\"GiantHardKnuckle\",0,1,10,-2)\nFIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)\nFIST GHI 2\nFIST B 0 SetPlayerProperty(0,0,0)\nFIST JKLMNOP 5\nFIST A 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor TopSpinWepTMB : TopSpinWep\n{\nObituary \"%k spun %o right round like a record.\"\nStates\n{\nFire:\nTOPH A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nTOPH A 0 A_JumpIfInventory(\"SpinTime\",1,\"SpinEnd\")\nTOPH A 0 A_JumpIfInventory(\"IsBot\", 1, \"BotCheck\")\nTOPH A 0 A_CheckFloor(\"NoAmmo\")//A_JumpIf(z-floorz<=0 || momz==0, \"NoAmmo\")\nTOPH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGoto SpinBegin\nFlash:\nTNT1 A 0 A_Jump(256,\"SpinSound1\",\"SpinSound2\",\"SpinSound3\",\"SpinSound4\",\"SpinSound5\")\n//TNT1 A 0 A_JumpIfInventory(\"SpinTime\", 1, \"Flash\")\nGoto NoFlash\nSpinSound1:\nTNT1 A 18 A_PlaySoundEx(\"weapon/topspinharder1\",\"Voice\")\ngoto NoFlash\nSpinSound2:\nTNT1 A 18 A_PlaySoundEx(\"weapon/topspinharder2\",\"Voice\")\ngoto NoFlash\nSpinSound3:\nTNT1 A 18 A_PlaySoundEx(\"weapon/topspinharder3\",\"Voice\")\ngoto NoFlash\nSpinSound4:\nTNT1 A 18 A_PlaySoundEx(\"weapon/topspinharder4\",\"Voice\")\ngoto NoFlash\nSpinSound5:\nTNT1 A 18 A_PlaySoundEx(\"weapon/topspinharder5\",\"Voice\")\ngoto NoFlash\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SearchSnakeWepTMB : SearchSnakeWep\n{\nStates\n{\nReady:\nBSNA I 0 ACS_ExecuteAlways(998,0,12)\nBSNA I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBSNA I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBSNA I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBSNA I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBSNA I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBSNA I 0 A_Jump(48,\"MetalGear\")\ngoto ActualSnake\nActualSnake:\nBSNA I 0 A_FireCustomMissile(\"SearchSnakeSpawner\",0,1,8,0)//A_SpawnItemEx(\"SearchSnakeStart\",6,0,0,8,0,8,0,0,0)\nBSNA JK 5\nBSNA I 4\nBSNA I 0 A_Refire\nGoto Ready+1\nMetalGear:\nBSNA I 0 A_FireCustomMissile(\"SolidSnake\",0,1,8,0)//A_SpawnItemEx(\"SearchSnakeStart\",6,0,0,8,0,8,0,0,0)\nBSNA JK 5\nBSNA I 4\nBSNA I 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBSNA I 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor ShadowBladeWepTMB : ShadowBladeWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBUSH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUSH A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBUSH A 0 A_FireCustomMissile(\"ShadowBladeTM\",0,1,8,0)\nBUSH BCDEFG 1\nBUSH A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBUSH A 0 A_FireCustomMissile(\"ShadowBladeTM\",0,0,8,0)\nBUSH BCDEFG 1\nBUSH A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBUSH A 0 A_FireCustomMissile(\"ShadowBladeTM\",0,0,8,0)\nBUSH BCDEFG 2\nTNT1 A 4\nBUSH HI 1\nBUSH A 2\nBUSH A 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SparkShockWepTMB : SparkShockWep\n{\nStates\n{\nReady:\nBSPA C 0 ACS_ExecuteAlways(998,0,26)\nBSPA CCCCCC 1 A_WeaponReady(WRF_NOFIRE)\nReady2:\nBSPA C 1 A_WeaponReady\nGoto Ready2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBSPA C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBSPA C 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBSPA C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBSPA C 2\nBSPA C 0 A_PlaySoundEx(\"weapon/sparkshock\",\"Weapon\")\nBSPA C 0 A_FireCustomMissile(\"SparkShock\",0,1,8,0)\nBSPA DE 4\nBSPA D 8\nBSPA CCCCCC 1 A_WeaponReady(WRF_NOFIRE)\nBSPA D 0 A_Refire\nGoto Ready2\nNoAmmo:\nBSPA C 1 ACS_Execute(979,0)\nGoto Ready2\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SkullBarrierWepTMB : SkullBarrierWep\n{\nStates\n{\nFire:\nBUST B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nSKLA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSKLA A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"Finish\")\nSKLA A 0 A_GiveInventory(\"ShieldCheck\",1)\nSKLA A 0 A_GiveInventory(\"SkullBarrierProtection\", 1)\nSKLA A 0 A_ChangeFlag(\"DONTRIP\", 1)\nSKLA IJ 2\nSKLA J 0 A_GunFlash\nSKLA K 5\nGoto BarrierActive\nAltfire:\nBUST B 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldDown\")\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready+1\nShieldDown:\nSKLA A 0 A_TakeInventory(\"SkullBarrierProtection\", 1)\nSKLA A 0 A_ChangeFlag(\"DONTRIP\", 0)\nSKLA A 0 A_TakeInventory(\"ShieldCheck\",99)\n//SKLA A 0 A_TakeInventory(\"SkullBarrierAmmo\",4)\nSKLA A 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nSKLA JIA 2\nSKLA A 5\nGoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\nGoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor DiveMissileWepTMB : DiveMissileWep\n{\nStates\n{\nReady:\nBAIR D 0 ACS_ExecuteAlways(998,0,38)\nBAIR D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBAIR D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBAIR D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nAIRS D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAIRS D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nAIRS D 0 A_FireCustomMissile(\"DiveMissileTM\",0,1,8,0)\nAIRS D 0 A_GiveInventory(\"DiveCounter\",23)\nBAIR EFD 3\nWaiting:\nBAIR D 1 A_TakeInventory(\"DiveCounter\",1)\nAIRS D 0 A_JumpIfInventory(\"DiveCounter\",1,\"Waiting\")\nBAIR D 4\nAIRS D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBAIR D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor FlashStopperWepTMB : FlashStopperWep\n{\nStates\n{\nFire:\nFSTO A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nFSTO A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFSTO BC 2\nFSTO A 0 A_PlaySoundEx(\"weapon/flashstopper\",\"Weapon\")\nFSTO A 0 A_FireCustomMissile(\"FlashStopper\",0,1,8,0)\nFSTO D 40 A_SetBlend(\"99 99 99\", 0.95, 15)\nFSTO C 3\nFSTO A 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor PharaohShotWepTMB : PharaohShotWep\n{\nStates\n{\nFire:\nFSTO A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nPHAN A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPHAN A 0\nGoto Hold\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor DrillBombWepTMB : DrillBombWep\n{\nStates\n{\nReady:\nBDRI D 0 ACS_ExecuteAlways(998,0,19)\nBDRI D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nBDRI D 0 A_GiveInventory(\"DrillFlag\",2)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBDRI D 1 A_Lower\nLoop\nSelect:\nBDRI D 0 A_TakeInventory(\"DrillFlag\",99)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBDRI D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBDRI D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBDRI D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBDRI D 0 A_FireCustomMissile(\"DrillBomb\",0,1,8,0)\nBDRI EFD 6\nBDRI D 0 A_JumpIfInventory(\"IsBot\", 1, \"BotCheck\")\nGoto Hold\nHold:\nBDRI D 1 A_RailWait\nBDRI D 0 A_Refire\nBDRI D 10 A_GiveInventory(\"DrillFlag\",2)\nBDRI D 0 A_TakeInventory(\"DrillFlag\",999)\nGoto Ready+1\nBotCheck:\nBDRI D 5 A_RailWait\nBDRI D 0 A_Jump(128, \"BotCheck\")\nGoto Hold+2\nNoAmmo:\nBDRI D 1 ACS_Execute(979,0)\nGoto Hold\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor DustCrusherWepTMB : DustCrusherWep\n{\nStates\n{\nReady:\nBDST B 0 ACS_ExecuteAlways(998,0,30)\nBDST B 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBDST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBDST B 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBDST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBDST B 0 A_Jump(256,\"OriginalDust\",\"JunkDust\")\nGoto OriginalDust\nJunkDust:\nBDST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBDST B 0 A_FireCustomMissile(\"JunkDustSpawner\",0,1,8,0)\nBDST CD 6\nBDST B 16\nBDST B 0 A_Refire\nGoto Ready+1\nOriginalDust:\nBDST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBDST B 0 A_FireCustomMissile(\"DustCrusherTM\",0,1,8,0)\nBDST CD 6\nBDST B 16\nBDST B 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBDST B 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor RingBoomerangWepTMB : RingBoomerangWep\n{\nStates\n{\nSpawn:\nWEA2 H 1\nloop\nReady:\nBRIN E 0 ACS_ExecuteAlways(998,0,27)\nBRIN E 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBRIN E 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBRIN E 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBRIN E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBRIN E 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nBRIN E 0 A_FireCustomMissile(\"RingBoomerang\",0,1,8,0)\nBRIN FG 4\nBRIN E 15\nBRIN E 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBRIN E 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor RainFlushWepTMB : RainFlushWep\n{\nStates\n{\nFire:\nTOAH A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nTOAH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTOAH A 0 A_FireCustomMissile(\"RainFlushPod\",0,1,0,0)\nTOAH A 0 A_SpawnItemEx(\"RainFlush\",0,0,0)\nTOAH A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTOAH BCDEFG 2\nTNT1 A 50\nTOAH HIA 1\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor CrystalEyeWepTMB : CrystalEyeWep\n{\nStates\n{\nReady:\nBCRY K 0 ACS_ExecuteAlways(998,0,33)\nBCRY K 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBCRY K 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBCRY K 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBCRY K 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBCRY K 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBCRY K 0 A_FireCustomMissile(\"CrystalEyeTM\",0,1,8,0)\nBCRY LMK 5\nBCRY K 40\nBCRY K 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBCRY K 0 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor PowerStoneWepTMB : PowerStoneWep\n{\nStates\n{\nFire:\nPOWS E 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nPOWS E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPOWS E 0 A_PlaySoundEx(\"weapon/powerstone\",\"Weapon\")\nPOWS FG 2\nPOWS H 3 A_FireCustomMissile(\"PowerStoneSpawner\",0,1,0,0)\nPOWS HH 8\nPOWS H 20\nPOWS GF 4\nPOWS E 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor ChargeKickWepTMB : ChargeKickWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nCKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nCKIC C 0 SetPlayerProperty(0,1,0)\nCKIC C 2 A_ChangeVelocity(25,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil(-20)\nCKIC B 2 A_FireCustomMissile(\"ChargeKickTM\",0,1,0,0)\nCKIC A 2 SetPlayerProperty(0,0,0)\nCKIC B 2\nCKIC C 2\nCKIC C 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor StarCrashWepTMB : StarCrashWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nSTAA A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\nSTAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSTAA A 0 //A_TakeInventory(\"BasicArmor\",9999)\nSTAA A 0 A_TakeInventory(\"StarCrashAmmo\",1)\nSTAA A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nSTAA A 1 A_GiveInventory(\"ShieldCheck\",1)//A_SpawnItemEx(\"BubbleLeadStart\",6,0,0,8,0,8,0,0,0)\ngoto ShieldActive\nAltfire:\nBASB B 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrowAlt\")\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nShieldThrowAlt:\nSTAA A 0 A_TakeInventory(\"ShieldCheck\",999)\nSTAA A 3 A_FireCustomMissile(\"StarCrash\",0,0,0,0)\nSTAA A 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor GravityHoldWepTMB : GravityHoldWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nFSTO A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFSTO A 0 A_FireCustomMissile(\"GravityHold\",0,1,8,0)\nFSTO BC 1\nFSTO A 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nFSTO D 45\nFSTO C 2\nFSTO A 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor GyroAttackWepTMB : GyroAttackWep\n{\nStates\n{\nReady:\nBWOO I 0 ACS_ExecuteAlways(998,0,28)\nBWOO I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nBWOO I 0 A_JumpIfInventory(\"GyroFlag\",1,24)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBWOO I 1 A_Lower\nGoto Deselect+1\nBWOO I 0 A_TakeInventory(\"GyroFlag\",999)\nBWOO I 10\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBWOO I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBWOO I 0 A_JumpIfInventory(\"GyroFlag\",1,\"Change\")\nBWOO I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBWOO I 0 A_FireCustomMissile(\"GyroAttack\",0,1,8,0)\nBWOO I 0 A_GiveInventory(\"GyroFlag\",1)\nBWOO JJJJKKKK 1\nFlagLoop:\nBWOO I 0 A_JumpIfInventory(\"GyroFlag\",1,\"ChangeReady\")\nBWOO I 10\nGoto Ready+1\nChangeReady:\nBWOO I 1 A_WeaponReady\nGoto FlagLoop\nChange:\nBWOO I 10 A_GiveInventory(\"GyroFlag\",1)\nBWOO I 0 A_TakeInventory(\"GyroFlag\",999)\nGoto Ready+1\nNoAmmo:\nBWOO I 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor NapalmBombWepTMB : NapalmBombWep\n{\nStates\n{\nReady:\nBNAP T 0 ACS_ExecuteAlways(998,0,5)\nBNAP T 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBNAP T 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBNAP T 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBNAP T 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBNAP T 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBNAP T 0 A_FireCustomMissile(\"NapalmBomb\",0,1,8,0)\nBNAP UV 6\nBNAP T 13\nBNAP T 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBNAP T 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor WaterWaveWepTMB : WaterWaveWep\n{\nStates\n{\nReady:\nBWWA E 0 ACS_ExecuteAlways(998,0,32)\nBWWA E 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBWWA E 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBWWA E 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBWWA E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBWWA E 0 A_PlaySoundEx(\"weapon/waterwave\",\"Weapon\")\nBWWA E 0 A_TakeInventory(\"WaterWaveAmmo\",2)\nBWWA FFFGGG 2 A_FireCustomMissile(\"WaterWaveSpawnerTM\",0,0,8,0)\nBWWA E 0 A_SpawnItemEx(\"WaterWaveSpawnerTM\",0,33,0,20)\nBWWA E 0 A_SpawnItemEx(\"WaterWaveSpawnerTM\",0,-25,0,20)\nBWWA E 8\nBWWA E 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBWWA E 0 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor BlizzardAttackWepTMB : BlizzardAttackWep\n{\nStates\n{\nReady:\nBBLI D 0 ACS_ExecuteAlways(998,0,20)\nBBLI D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBBLI D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBBLI D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBBLI D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBBLI D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBBLI D 0 A_FireCustomMissile(\"BlizzardAttackTM\",12,1,52,0)\nBBLI D 0 A_FireCustomMissile(\"BlizzardAttackTM\",-12,0,-52,0)\nBBLI EE 2\nBBLI F 1\nBBLI D 0 A_FireCustomMissile(\"BlizzardAttackTM\",0,0,32,0)\nBBLI D 0 A_FireCustomMissile(\"BlizzardAttackTM\",0,0,-32,0)\nBBLI FD 5\nBBLI D 20\nBBLI D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBBLI D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor CentaurFlashWepTMB : CentaurFlashWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nCENF A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCENF BC 3\nCENF D 2\nCENF A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nCENF A 0 A_FireCustomMissile(\"CentaurFlashTM\",0,1,8,0)\nCENF A 0 A_GiveInventory(\"Repulsion\",1)\nCENF D 11 ACS_ExecuteAlways(976,0)\nCENF D 3\nCENF CB 3\nCENF A 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor FlameBlastWepTMB : FlameBlastWep\n{\nStates\n{\nReady:\nBFLM I 0 ACS_ExecuteAlways(998,0,35)\nBFLM I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBFLM I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBFLM I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBFLM I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBFLM I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBFLM I 0 A_FireCustomMissile(\"FlameBlast\",0,1,8,0)\nBFLM JKI 5\nBFLM I 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBFLM I 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor PlantBarrierWepTMB : PlantBarrierWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPLAA A 1 A_GiveInventory(\"ShieldCheck\",1)\ngoto ShieldActive\nShieldActive:\nPLAA B 0 A_GunFlash\nPLAA BCDEFGH 2\nPLAA A 0 A_JumpIf(health>=1000,\"Waiting\")\nGoto Shield\nShield:\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(15)\nPLAA A 0 A_JumpIf(health>=1000,\"Waiting\")\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\",1)\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(15)\nPLAA A 0 A_JumpIf(health>=1000,\"Waiting\")\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(15)\nPLAA A 0 A_JumpIf(health>=1000,\"Waiting\")\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(15)\nPLAA A 0 A_JumpIf(health>=1000,\"Waiting\")\nLoop\nWaiting:\nPLAA A 1 A_WeaponReady\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\",1)\nPLAA A 0 A_JumpIfHealthLower(1000, \"Shield\")\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"Waiting\")\nGoto ShieldThrow\nShieldThrow:\nPLAA A 0 A_TakeInventory(\"ShieldCheck\",999)\nPLAA A 0 A_JumpIfNoAmmo(\"ShieldThrow2\")\nPLAA A 0 A_FireCustomMissile(\"PlantBarrierTM\", 0, 1, 0, 0)\nGoto ShieldThrow2\nShieldThrowAlt:\nPLAA A 0 A_TakeInventory(\"ShieldCheck\",999)\nPLAA A 3 A_FireCustomMissile(\"PlantBarrierTM\", 0, 1, 0, 0)\nPLAA A 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto ShieldThrow2\nShieldThrow2:\nPLAA IJ 2\nPLAA K 6\nPLAA JI 3\nPLAA AAAA 1\ngoto Ready+1\nNoAmmo:\nPLAA A 0 ACS_Execute(979,0)\nPLAA A 1 A_TakeInventory(\"ShieldCheck\",999)\nPLAA A 0 A_Refire\ngoto Ready+1\nFlash:\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier1TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier2TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier3TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier4TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier5TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier6TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier7TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier8TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier9TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier10TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier11TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier12TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier13TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier14TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier15TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier16TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier17TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier18TM\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"Flash\")\nGoto NoFlash\nNoFlash:\nTNT1 A 0\nstop\nAltfire:\nBASB B 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrowAlt\")\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor KnightCrushWepTMB : KnightCrushWep\n{\nStates\n{\nReady:\nBKNT B 0 ACS_ExecuteAlways(998,0,42)\nBKNT B 0 A_TakeInventory(\"KnightFlag\",999)\nBKNT B 1 A_WeaponReady\nGoto Ready+1\nReadyWait:\nBKNT BBB 1 A_WeaponReady(WRF_NOSWITCH)\nBKNT B 0 A_GiveInventory(\"KnightFlag\", 1)\nBKNT B 0 A_JumpIfInventory(\"KnightFlag\", 15, \"Continue\")\nGoto ReadyWait\nContinue:\nBKNT D 0 A_TakeInventory(\"KnightDouble\",1)\nGoto Ready+1\nDeselect:\nBKNT B 0 A_TakeInventory(\"KnightFlag\",999)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBKNT B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBKNT B 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBKNT B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBKNT B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBKNT B 0 A_FireCustomMissile(\"KnightCrushTM\",0,1,8,0)\nBKNT BCD 4\nGoto Check\nCheck:\nBKNT D 1 A_GiveInventory(\"KnightFlag\",1)\nBKNT D 0 A_JumpIfInventory(\"KnightDouble\", 1, 2)\nBKNT D 1 A_GiveInventory(\"KnightDouble\",1)\nGoto ReadyWait\nBKNT D 1 A_GiveInventory(\"KnightFlag\",1)\nBKNT D 0 A_JumpIfInventory(\"KnightFlag\",50,\"Return\")\nGoto Check\nReturn:\nBKNT D 3 A_TakeInventory(\"KnightFlag\",999)\nBKNT D 0 A_TakeInventory(\"KnightDouble\",1)\nBKNT C 2\nBKNT B 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBKNT B 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SilverTomahawkWepTMB : SilverTomahawkWep\n{\nStates\n{\nReady:\nBTOM C 0 ACS_ExecuteAlways(998,0,40)\nBTOM C 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBTOM C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBTOM C 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBTOM C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBTOM C 0 A_PlaySoundEx(\"weapon/mm6shot\",\"Weapon\")\nBTOM C 0 A_FireCustomMissile(\"SilverTomahawkTM\",0,1,8,0)\nBTOM DE 8\nBTOM C 16\nBTOM C 10 A_Refire\nGoto Ready+1\nNoAmmo:\nBTOM C 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor WindStormWepTMB : WindStormWep\n{\nStates\n{\nReady:\nBBUB D 0 ACS_ExecuteAlways(998,0,41)\nBBUB D 1 A_WeaponReady\ngoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBBUB D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBBUB D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBBUB D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBBUB D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBBUB E 0 A_FireCustomMissile(\"WindStormStart\",0,1,8,0)\nBBUB EF 5\nBBUB D 2\nBBUB D 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBBUB D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor YamatoSpearWepTMB : YamatoSpearWep\n{\nStates\n{\nSpawn:\nWEA2 R 1\nloop\nReady:\nBYAM B 0 ACS_ExecuteAlways(998,0,37)\nBYAM B 0 A_TakeInventory(\"WeaponCharge\",999)\nBYAM B 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBYAM B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBYAM B 1 A_Raise\nLoop\nFire:\nHold:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBYAM B 0 A_JumpIfInventory(\"WeaponCharge\",20,\"OmegaSpear\")\nBYAM B 0 A_JumpIfNoAmmo(\"No\")\nBYAM B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBYAM C 0 A_FireCustomMissile(\"YamatoSpearTM\",random(-3,3),1,8,0)\nBYAM CD 2\nYAMA B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBYAM C 0 A_FireCustomMissile(\"YamatoSpearTM\",random(-3,3),0,8,0)\nBYAM CD 2\nYAMA B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBYAM C 0 A_FireCustomMissile(\"YamatoSpearTM\",random(-3,3),0,8,0)\nBYAM CD 2\nBYAM B 1 A_GiveInventory(\"WeaponCharge\",1)\nBYAM B 0 A_Refire\nGoto Ready+2\nOmegaSpear:\nBYAM B 0 A_JumpIfNoAmmo(\"No\")\nBYAM B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBYAM C 0 A_FireCustomMissile(\"OmegaSpearTM\",random(-2,2),1,8,0)\nBYAM CD 3\nBYAM C 0 A_FireCustomMissile(\"OmegaSpearTM\",random(-2,2),0,8,0)\nBYAM CD 3\nBYAM C 0 A_FireCustomMissile(\"OmegaSpearTM\",random(-2,2),0,8,0)\nBYAM CD 3\nBYAM B 1 A_GiveInventory(\"WeaponCharge\",1)\nBYAM B 0 A_Refire\nGoto Ready+1\nNo:\nBYAM B 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor FreezeCrackerWepTMB : FreezeCrackerWep\n{\nStates\n{\nReady:\nBFCR F 0 ACS_ExecuteAlways(998,0,54)\nBFCR F 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBFCR F 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBFCR F 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBFCR F 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBFCR F 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nBFCR F 0 A_SpawnItemEx(\"FreezeFX\",-1,8,32,0,0,0)\nBFCR F 0 A_FireCustomMissile(\"FreezeCracker\",0,1,8,0)\nBFCR GH 6\nBFCR F 5\nBFCR F 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBFCR F 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor ScorchWheelWepTMB : ScorchWheelWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nSWHE G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSWHE G 0 A_GiveInventory(\"WheelCount\", 15)\nSWHE HIJKL 2\nSWHE G 0 A_PlaySoundEx(\"weapon/scorchwheel\",\"Weapon\")\nGoto Hold\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor JunkShieldWepTMB : JunkShieldWep\n{\nWeapon.AmmoUse 14\nWeapon.AmmoGive 28\nStates\n{\nDeselect:\nJARM A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"TakeArmor\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nJARM A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nJARM A 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nJARM A 0 A_JumpIfInventory(\"ShieldCheck\", 1,\"ShieldThrow\")\nJARM A 0 A_JumpIfNoAmmo(\"Hold\")\nJARM A 0 A_GiveInventory(\"ShieldCheck\",1)\nJARM A 0 A_GiveInventory(\"JunkArmorTM\",1)\nJARM A 0 A_TakeInventory(\"JunkShieldAmmo\",14)\nJARM A 0 A_SpawnItemEx(\"JunkWatcher\")\nJARM BCDEFGH 2\nGoto ShieldActive\nShieldThrow:\nJARM A 0 A_GiveInventory(\"JunkDone\",1)\nJARM A 0 A_TakeInventory(\"ShieldCheck\",1)\nJARM A 0 A_TakeInventory(\"BasicArmor\",1000)\nJARM IJ 3\nJARM A 0 A_TakeInventory(\"JunkDone\",1)\nJARM A 0 A_PlayWeaponSound(\"weapon/junkshield\")\nThrowing:\nJARM A 0 A_FireCustomMissile(\"JunkProjectile\",0,0,0,0)\nJARM A 0 A_FireCustomMissile(\"JunkProjectile\",120,0,0,0)\nJARM K 4 A_FireCustomMissile(\"JunkProjectile\",-120,0,0,0)\nJARM A 0 A_FireCustomMissile(\"JunkProjectile2\",0,0,0,0)\nJARM A 0 A_FireCustomMissile(\"JunkProjectile2\",120,0,0,0)\nJARM K 4 A_FireCustomMissile(\"JunkProjectile2\",-120,0,0,0)\nJARM K 20\nJARM I 3\nGoto Ready+2\nShieldThrowAlt:\nJARM A 0 A_GiveInventory(\"JunkDone\",1)\nJARM A 0 A_TakeInventory(\"ShieldCheck\",1)\nJARM A 0 A_TakeInventory(\"BasicArmor\",1000)\nJARM IJ 3\nJARM A 0 A_TakeInventory(\"JunkDone\",1)\nJARM A 0 A_PlayWeaponSound(\"weapon/junkshield\")\nJARM A 0 A_FireCustomMissile(\"JunkProjectile\",0,0,0,0)\nJARM A 0 A_FireCustomMissile(\"JunkProjectile\",120,0,0,0)\nJARM K 0 A_FireCustomMissile(\"JunkProjectile\",-120,0,0,0)\nJARM A 0 A_FireCustomMissile(\"JunkProjectile2\",0,0,0,0)\nJARM A 0 A_FireCustomMissile(\"JunkProjectile2\",120,0,0,0)\nJARM K 0 A_FireCustomMissile(\"JunkProjectile2\",-120,0,0,0)\nJARM K 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nJARM K 20\nJARM I 3\nGoto Ready+2\nShieldActive:\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,0 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,45 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,90 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,135 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,180 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,225 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,270 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager\",0,0,32,momx,momy,momz,315 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager2\",0,0,80,momx,momy,momz,0 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM A 0 A_SpawnItemEx(\"JunkDamager2\",0,0,0,momx,momy,momz,0 ,SXF_ABSOLUTEMOMENTUM, 0)\nJARM HHH 2 A_WeaponReady\nJARM A 0 A_JumpIfInventory(\"ShieldCheck\", 1,\"ShieldActive\")\nJARM A 0 A_GiveInventory(\"JunkDebrisSpawner\",1)\nJARM HHHHAA 5 A_WeaponReady(WRF_NOFIRE)\ngoto Ready+2\nHold:\nJARM A 1 ACS_Execute(979,0)\nJARM A 0 A_Refire\nGoto Ready+2\nNoAmmo:\nJARM A 1 ACS_Execute(979,0)\nGoto Ready+2\nDeath:\nJARM A 1\nstop\nTakeArmor:\nJARM A 0 A_TakeInventory(\"ShieldCheck\",1)\nJARM A 0 A_TakeInventory(\"BasicArmor\",1000)\nJARM A 1\nGoto Deselect+1\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrowAlt\")\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor DangerWrapWepTMB : DangerWrapWep\n{\nStates\n{\nReady:\nBDWR I 0 ACS_ExecuteAlways(998,0,70)\nBDWR I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBDWR I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBDWR I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBDWR I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBDWR I 0 A_PlaySoundEx(\"weapon/wrapfire\",\"Weapon\")\nBDWR I 0 A_FireCustomMissile(\"DangerWrapTM\",0,1,8,0)\nBDWR JK 6\nBDWR I 13\nBDWR I 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBDWR I 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SlashClawWepTMB : SlashClawWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nSCLA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSCLA BC 1\nSCLA A 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nSCLA A 0 A_FireCustomMissile(\"SlashClaw\",0,1,11,-8)\nSCLA DE 2\nSCLA F 4\nSCLA G 15\nSCLA CBA 2 A_WeaponReady\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor WildCoilWepTMB : WildCoilWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nWCOI A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nWCOI A 1\ngoto Hold\nFire2r:\nWCOI A 0 A_TakeInventory(\"WildCoilAmmo\",5)\nWCOI A 0 A_FireCustomMissile(\"WildCoil3TM\",25,0,0,6)\nWCOI A 0 A_FireCustomMissile(\"WildCoil3TM\",-25,0,0,6)\nWCOI A 0 ACS_ExecuteAlways(991,0,58)\nWCOI BCDEF 2\nTNT1 A 8\nWCOI RS 2\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor NoiseCrushWepTMB : NoiseCrushWep\n{\nStates\n{\nReady:\nBNCR I 0 ACS_ExecuteAlways(998,0,55)\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",4,\"Charged\")\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",3,\"Charged\")\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",2,\"Charged\")\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Charged\")\nBNCR I 1 A_WeaponReady\nGoto Ready+1\nCharged:\nBNCR L 0 A_GunFlash\nBNCR L 0 ACS_ExecuteAlways(991,0,72)\nBNCR M 1 A_WeaponReady\nBNCR L 0 ACS_ExecuteAlways(991,0,73)\nBNCR N 1 A_WeaponReady\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR I 1 A_WeaponReady\nGoto Charged+1\nFlash:\nTNT1 H 5 A_PlaySoundEx(\"weapon/noisecrushcharge\", \"SoundSlot5\")\nTNT1 H 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Flash\")\nstop\nDeselect:\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",4,\"FireOut4\")\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",3,\"FireOut3\")\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",2,\"FireOut2\")\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",1,\"FireOut\")\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBNCR I 1 A_Lower\nLoop\nSelect:\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBNCR I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",4,\"Fire4\")\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",3,\"Fire3\")\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",2,\"Fire2\")\nBNCR I 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Fire1\")\nBNCR I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBNCR I 0 ACS_ExecuteAlways(998,0,55,1)\nGoto FireUncharged\nFireUncharged:\nBNCR I 0 A_PlaySoundEx(\"weapon/noisecrush1\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushTM\",0,1,8,0)\nBNCR JK 5\nBNCR I 10\nBNCR I 0 A_Refire\nGoto Ready+1\nFire1:\nBNCR I 0\nBNCR I 0 A_PlaySoundEx(\"weapon/noisecrush2\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushChargedTM\",0,1,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nGoto Ready+1\nFire2:\nBNCR I 0\nBNCR I 0 A_PlaySoundEx(\"weapon/noisecrush2\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushCharged2TM\",0,2,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nGoto Ready+1\nFire3:\nBNCR I 0\nBNCR I 0 A_PlaySoundEx(\"weapon/ncrush3\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushCharged3TM\",0,3,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR I 0 A_ChangeVelocity(-Cos(pitch)*10, 0, sin(pitch)*10,CVF_RELATIVE)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nGoto Ready+1\nFire4:\nBNCR I 0\nBNCR I 0 A_PlaySoundEx(\"weapon/ncrushfinal\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushCharged4TM\",0,4,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR I 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)\nBNCR I 0 A_Recoil(20)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nGoto Ready+1\nFireOut:\nBNCR I 0 A_JumpIfHealthLower(0, 5)\nBNCR I 0 A_PlaySoundEx(\"weapon/noisecrush2\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushChargedTM\",0,2,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nBNCR I 0\nGoto Deselect+1\nFireOut2:\nBNCR I 0 A_JumpIfHealthLower(0, 5)\nBNCR I 0 A_PlaySoundEx(\"weapon/noisecrush2\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushCharged2TM\",0,3,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nBNCR I 0\nGoto Deselect+1\nFireOut3:\nBNCR I 0 A_JumpIfHealthLower(0, 5)\nBNCR I 0 A_PlaySoundEx(\"weapon/noisecrush2\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushCharged3TM\",0,3,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR I 0 A_ChangeVelocity(-Cos(pitch)*10, 0, sin(pitch)*10,CVF_RELATIVE)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nBNCR I 0\nGoto Deselect+1\nFireOut4:\nBNCR I 0 A_JumpIfHealthLower(0, 5)\nBNCR I 0 A_PlaySoundEx(\"weapon/ncrushfinal\",\"Weapon\")\nBNCR I 0 A_FireCustomMissile(\"NoiseCrushCharged4TM\",0,3,8,0)\nBNCR I 0 ACS_ExecuteAlways(991,0,55)\nBNCR I 0 A_ChangeVelocity(-Cos(pitch)*20, 0, sin(pitch)*20,CVF_RELATIVE)\nBNCR JK 5\nBNCR I 25 A_TakeInventory(\"WeaponCharge\",999)\nBNCR I 0 A_Refire\nBNCR I 0\nGoto Deselect+1\nNoAmmo:\nBNCR I 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",4,\"FireOut4\")\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",3,\"FireOut3\")\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",2,\"FireOut2\")\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",1,\"FireOut\")\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor ThunderBoltWepTMB : ThunderBoltWep\n{\nStates\n{\nReady:\nBTBO S 0 ACS_ExecuteAlways(998,0,56)\nBTBO S 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBTBO S 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBTBO S 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBTBO S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBTBO S 0 A_PlaySoundEx(\"weapon/thunderbolt\",\"Weapon\")\nBTBO S 0 A_SpawnItemEx(\"ThunderBoltFX\",-1,8,32,0,0,0)\nBTBO S 0 A_FireCustomMissile(\"ThunderBolt\",0,1,8,0)\nBTBO TU 5\nBTBO S 14\nBTBO S 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBTBO S 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor FlashBombWepTMB : FlashBombWep\n{\nStates\n{\nReady:\nBFLS T 0 ACS_ExecuteAlways(998,0,86)\nBFLS T 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBFLS T 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBFLS T 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBFLS T 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBFLS T 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBFLS T 0 A_FireCustomMissile(\"FlashBomb\",0,1,8,0)\nBFLS UV 6\nBFLS T 24\nBFLS T 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBFLS T 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor HomingSniperWepTMB : HomingSniperWep\n{\nStates\n{\nReady:\nBHSN C 0 ACS_ExecuteAlways(998,0,88)\nBHSN C 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBHSN C 1\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBHSN C 1\nLoop\nFire:\nHold:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBHSN C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBHSN C 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Hold1\")\nBHSN C 1 A_GiveInventory(\"WeaponCharge\",2)\nBHSN C 0 A_Refire\nGoto Fire1\nHold1:\nBHSN C 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nBHSN C 0 A_PlaySoundEx (\"weapon/chargeup\",\"Weapon\")\nBHSN C 2 A_GiveInventory(\"WeaponCharge\",1)\nCharge1:\nBHSN C 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nBHSN F 1 ACS_ExecuteAlways(991,0,89)\nBHSN C 0 ACS_ExecuteAlways(991,0,88)\nBHSN C 1 A_GiveInventory(\"WeaponCharge\",1)\nBHSN C 0 A_Refire\nGoto Fire2\nCharge2:\nBHSN I 1 ACS_ExecuteAlways(991,0,90)\nBHSN J 1 ACS_ExecuteAlways(991,0,91)\nBHSN C 1 ACS_ExecuteAlways(991,0,88)\nBHSN C 0 A_JumpIfInventory(\"WeaponCharge\", 35, 3)\nBHSN C 0 A_GiveInventory(\"WeaponCharge\",1)\nBHSN C 0 A_GunFlash\nBHSN C 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBHSN C 0 A_Refire\nGoto Fire3\nBotFire:\nBHSN C 0 A_Jump(16, \"Fire3\")\nBHSN C 0 A_Refire\nGoto Fire3\nFire1:\nBHSN C 0 A_TakeInventory(\"WeaponCharge\",999)\nBHSN C 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nBHSN C 0 A_FireCustomMissile(\"HomingSniperTM\",0,1,8,0)\nBHSN DE 3\nBHSN C 10\nBHSN C 0 A_Refire\nGoto Ready+1\nFire2:\nBHSN C 0 A_TakeInventory(\"WeaponCharge\",999)\nBHSN C 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nBHSN C 0 A_JumpIfInventory(\"HomingSniperAmmo\", 4, \"Fire2r\")\nGoto Fire1\nFire2r:\nBHSN C 0 A_TakeInventory(\"HomingSniperAmmo\",4)\nBHSN C 0 A_FireCustomMissile(\"HomingSniperTM\",0,0,8,0)\nBHSN C 2\nBHSN C 0 A_FireCustomMissile(\"HomingSniperTM\",random(-5,5),0,8,0,0,random(-4,4))\nBHSN DE 2\nBHSN C 20\nBHSN C 0 A_Refire\nGoto Ready+1\nFire3:\nBHSN C 0 A_TakeInventory(\"WeaponCharge\",999)\nBHSN C 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nBHSN C 0 A_JumpIfInventory(\"HomingSniperAmmo\", 10, \"Fire3r\")\nBHSN C 0 A_JumpIfInventory(\"HomingSniperAmmo\", 4, \"Fire2r\")\nGoto Fire1\nFire3r:\nBHSN C 0 A_TakeInventory(\"HomingSniperAmmo\",10)\nBHSN C 0 A_FireCustomMissile(\"HomingSniperTM\",0,0,8,0)\nBHSN C 2\nBHSN C 0 A_FireCustomMissile(\"HomingSniperTM\",random(-7,7),0,8,0,0,random(-4,4))\nBHSN D 2\nBHSN D 0 A_FireCustomMissile(\"HomingSniperTM\",random(-7,7),0,8,0,0,random(-4,4))\nBHSN D 2\nBHSN D 0 A_FireCustomMissile(\"HomingSniperTM\",random(-7,7),0,8,0,0,random(-4,4))\nBHSN D 2\nBHSN C 0 A_FireCustomMissile(\"HomingSniperTM\",random(-7,7),0,8,0,0,random(-4,4))\nBHSN DE 5\nBHSN C 20\nBHSN C 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBHSN C 1 ACS_Execute(979,0)\nBHSN C 0 A_Refire\nGoto Ready+1\nFlash:\nTNT1 H 5 A_PlaySoundEx(\"weapon/coilcharge\", \"Weapon\")\nTNT1 H 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Flash\")\nstop\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor IceWaveWepTMB : IceWaveWep\n{\nStates\n{\nReady:\nBICW I 0 ACS_ExecuteAlways(998,0,82)\nBICW I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBICW I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBICW I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBICW I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBICW I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBICW I 0 A_FireCustomMissile(\"IceWaveDropper\",0,1,8,0)\nBICW JK 5\nBICW I 24\nBICW I 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBICW I 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor ThunderClawWepTMB : ThunderClawWep\n{\nStates\n{\nReady:\nBTCL D 0 ACS_ExecuteAlways(998,0,83)\nBTCL D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBTCL D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBTCL D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBTCL D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBTCL D 0 A_PlaySoundEx(\"weapon/thunderclaw\",\"Weapon\")\nBTCL D 0 A_FireCustomMissile(\"ThunderClaw\",0,1,8,0)\nBTCL EF 6\nBTCL D 10\nBTCL D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBTCL D 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor TornadoHoldWepTMB : TornadoHoldWep\n{\nStates\n{\nReady:\nBTHO I 0 ACS_ExecuteAlways(998,0,85)\nBTHO I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBTHO I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBTHO I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBTHO I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBTHO I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBTHO I 0 A_FireCustomMissile(\"TornadoHoldPodTM\",0,1,8,0)\nBTHO JK 6\nBTHO I 25\nBTHO I 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBTHO I 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor WaterBalloonWepTMB : WaterBalloonWep\n{\nStates\n{\nReady:\nBWTR H 0 ACS_ExecuteAlways(998,0,84)\nBWTR H 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBWTR H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBWTR H 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBWTR H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBWTR H 0 A_PlaySoundEx(\"weapon/waterballoon\",\"Weapon\")\nBWTR H 0 A_FireCustomMissile(\"WaterBalloonTM\",random(-3,3),1,8,0)\nBWTR IJ 3\nBWTR J 1\nBWTR H 1 A_Refire\nGoto Ready+1\nNoAmmo:\nBWTR H 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor FlameSwordWepTMB : FlameSwordWep\n{\nStates\n{\nSpawn:\nWEA4 F 1\nloop\nReady:\nFHUD A 0 ACS_ExecuteAlways(998,0,81)\nFHUD A 0 A_TakeInventory(\"SwordCharge\",999)\nFHUD A 2 A_WeaponReady\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFHUD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFHUD A 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nFHUD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFHUD A 0 A_PlaySoundEx(\"weapon/flamesword\",\"Weapon\")\nFHUD A 0 A_TakeInventory(\"SwordCharge\",999)\nFHUD A 0 A_CheckFloor(\"GroundSwing\")\nGoto AirSwing\nHold:\nCharge:\nFHUD H 0 A_JumpIfInventory(\"SwordCharge\",1,\"Charge1\")\nFHUD H 0 A_PlaySoundEx(\"weapon/linkcharge\",\"Voice\")\nFHUD H 1 A_GiveInventory(\"SwordCharge\",1)\nGoto Charge1\nCharge1:\nFHUD H 1 A_SpawnItemEx(\"SwordChargeSpark\",8,11,40)\nFHUD H 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nFHUD H 0 A_Refire\nGoto Fire2\nBotFire:\nFHUD H 0 A_Jump(16, \"Fire2\")\nFHUD H 0 A_Refire\nGoto Fire2\nFire2:\nFHUD A 0 A_TakeInventory(\"SwordCharge\",999)\nFHUD A 0 A_PlaySoundEx(\"weapon/linkspin\",\"Weapon\")\nFHUD A 0 A_TakeInventory(\"FlameSwordAmmo\",2)\nFHUD C 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD C 0 A_SpawnItemEx(\"FSSParkSpawner\",32,0,8,0,0,0,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD D 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD E 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD F 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD G 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nFHUD G 1 A_SpawnItemEx(\"FlameSwordCharged\",47,0,32,0,0,0)\nFHUD A 0 A_SetAngle(angle-30.0)\nTNT1 A 14\nFHUD HI 2\nFHUD A 8\nFHUD A 2 A_Refire\nFHUD A 0 A_ClearRefire\nGoto Ready+1\nGroundSwing:\nFHUD A 1 A_JumpIfHealthLower(998,\"ActualGroundSwing\")\nGoto GroundLaser\nActualGroundSwing:\nFHUD C 1 A_FireCustomMissile(\"FlameSword\",50,1,-16,0,0,-10)\nFHUD C 0 A_SpawnItemEx(\"FSSParkSpawner\",32,0,8,0,0,0,0,0,0)\nFHUD D 1 A_FireCustomMissile(\"FlameSword\",25,0,-8,0,0,-5)\nFHUD E 1 A_FireCustomMissile(\"FlameSword\",0,0,0,0,0,0)\nFHUD F 1 A_FireCustomMissile(\"FlameSword\",-25,0,8,0,0,10)\nFHUD G 1 A_FireCustomMissile(\"FlameSword\",-50,0,16,0,0,20)\nFHUD A 0 A_TakeInventory(\"SwordCharge\",999)\nTNT1 A 14\nFHUD HI 2\nFHUD A 10\nFHUD A 1 A_Refire\nFHUD A 0 A_ClearRefire\nGoto Ready+1\nGroundLaser:\nFHUD C 1 A_FireCustomMissile(\"FlameSword\",50,1,-16,0,0,-10)\nFHUD C 0 A_SpawnItemEx(\"FSSParkSpawner\",32,0,8,0,0,0,0,0,0)\nFHUD D 1 A_FireCustomMissile(\"FlameSword\",25,0,-8,0,0,-5)\nFHUD E 1 A_FireCustomMissile(\"FlameSword\",0,0,0,0,0,0)\nFHUD F 1 A_FireCustomMissile(\"FlameSword\",-25,0,8,0,0,10)\nFHUD G 1 A_FireCustomMissile(\"FlameSword\",-50,0,16,0,0,20)\nFHUD A 0 A_PlaySoundEx(\"weapon/linksword\",\"Voice\")\nFHUD A 0 A_FireCustomMissile(\"FlameLaser\",0,0,8,0)\nFHUD A 0 A_TakeInventory(\"SwordCharge\",999)\nTNT1 A 14\nFHUD HI 2\nFHUD A 10\nFHUD A 1 A_Refire\nFHUD A 0 A_ClearRefire\nGoto Ready+1\nAirSwing:\nFHUD A 1 A_JumpIfHealthLower(998,\"ActualAirSwing\")\nGoto AirLaser\nActualAirSwing:\nFHUD J 1 A_FireCustomMissile(\"FlameSword2\",-50,1,16,0,0,20)\nFHUD K 1 A_FireCustomMissile(\"FlameSword2\",-25,0,8,0,0,10)\nFHUD L 1 A_FireCustomMissile(\"FlameSword2\",0,0,0,0,0,0)\nFHUD M 1 A_FireCustomMissile(\"FlameSword2\",25,0,-8,0,0,-5)\nFHUD N 1 A_FireCustomMissile(\"FlameSword2\",50,0,-16,0,0,-10)\nFHUD A 0 A_TakeInventory(\"SwordCharge\",999)\nTNT1 A 14\nFHUD HI 2\nFHUD A 10\nFHUD A 1 A_Refire\nFHUD A 0 A_ClearRefire\nGoto Ready+1\nAirLaser:\nFHUD J 1 A_FireCustomMissile(\"FlameSword2\",-50,1,16,0,0,20)\nFHUD K 1 A_FireCustomMissile(\"FlameSword2\",-25,0,8,0,0,10)\nFHUD L 1 A_FireCustomMissile(\"FlameSword2\",0,0,0,0,0,0)\nFHUD M 1 A_FireCustomMissile(\"FlameSword2\",25,0,-8,0,0,-5)\nFHUD N 1 A_FireCustomMissile(\"FlameSword2\",50,0,-16,0,0,-10)\nFHUD A 0 A_PlaySoundEx(\"weapon/linksword\",\"Voice\")\nFHUD A 0 A_FireCustomMissile(\"FlameLaser\",0,0,8,0)\nFHUD A 0 A_TakeInventory(\"SwordCharge\",999)\nTNT1 A 12\nFHUD HI 2\nFHUD A 8\nFHUD A 1 A_Refire\nFHUD A 0 A_ClearRefire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor AstroCrushWepTMB : AstroCrushWep\n{\ninventory.icon \"BASSAST8\"\nStates\n{\nSpawn:\nSHRB H 1\nloop\nReady:\nAHUD A 0 ACS_ExecuteAlways(998,0,96)\nTSLO A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTSLO A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTSLO A 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nAHUD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAHUD B 0\nAHUD B 0 A_Stop\nAHUD B 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nAHUD B 0 SetPlayerProperty(0,1,4)\nSLOT JKLMN 2\nTNT1 A 0 A_FireCustomMissile(\"AstroCrushSpawnerBassTM\",0,1,0,0)\nTNT1 A 30\nAHUD B 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nAHUD B 0 SetPlayerProperty(0,0,4)\nTSLO BC 2\nTSLO A 14\nAHUD A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nTSLO A 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor AstroCrushBassTM : AstroCrush\n{\ntranslation \"1:1=253:253\", \"247:247=253:253\", \"128:128=239:239\", \"229:229=236:236\"\n}\n\nactor AstroCrushSpawnerBassTM : AstroCrushSpawner\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"AstroCrushBassTM\",random(300,-300),random(256,-256),320,0,0,random(-20,-22))\nTNT1 A 1 A_SpawnItemEx(\"AstroCrushBassTM\",random(300,-300),random(256,-256),320,0,0,random(-20,-22))\nTNT1 A 1 A_CountDown\nloop}}\n\nactor MegaBallWepTMB : MegaBallWep\n{\nStates\n{\nReady:\nMBAL N 0 ACS_ExecuteAlways(998,0,100)\nMBAL N 0 A_JumpIfInventory(\"KickedBall\",1,\"MegaBallKick\")\nSHRB L 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nMBAL N 0 A_TakeInventory(\"BallFlag\", 999)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSHRB L 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHRB L 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nMBAL N 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMBAL N 0 A_JumpIfInventory(\"BallFlag\",1,\"NewBall\")\nMBAL N 0 A_GiveInventory(\"BallFlag\",100)\nMBAL N 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nMBAL N 0 A_TakeInventory(\"MegaBallAmmo\", 2)\nMBAL N 0 A_SpawnItemEx(\"MegaBall\",48,8,32,0,0,0,0)\nSHRB LMN 3\nSHRB LLLLLLLLLLLLLLL 1 A_JumpIfInventory(\"KickedBall\",1,\"MegaBallKick\")\nMBAL N 0 A_Refire\nGoto Ready+1\nMegaBallKick:\nMBAL Q 0 A_TakeInventory(\"KickedBall\",1)\nMBAL Q 0 A_FireCustomMissile(\"MegaBallKicked\",0,0,0,0)\nMBAL Q 0 A_TakeInventory(\"BallFlag\",999)\nSHRB L 1 Offset(0,30)\nSHRB L 1 Offset(0,50)\nSHRB L 1 Offset(0,70)\nSHRB L 1 Offset(0,75)\nSHRB L 1 Offset(0,80)\nSHRB L 1 Offset(0,70)\nSHRB L 1 Offset(0,50)\nSHRB L 1 Offset(0,30)\nSHRB L 15\nGoto Ready+1\nNewBall:\nMBAL N 0\nMBAL N 0 A_TakeInventory(\"BallFlag\",100)\nSHRB LL 2\nGoto Fire+1\nNoAmmo:\nSHRB L 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor IceWallWepTMB : IceWallWep\n{\ninventory.icon \"BASSCOLD\"\nStates\n{\nSpawn:\nSHRA G 1\nloop\nReady:\nSHRA D 0 ACS_ExecuteAlways(998,0,730) SHRA D 1 A_WeaponReady\nGoto Ready+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise SHRA D 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nICWL H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nICWL H 0 A_GiveInventory(\"IceWallFlag\",1)\nICWL H 0 A_PlaySoundEx(\"weapon/icewallspawn\",\"Weapon\")\nICWL H 0 A_Stop\nICWL H 0 A_SpawnItemEx(\"IceWallSpawnerTM\",64,0,0)\nICWL H 0 A_TakeInventory(\"IceWallAmmo\",2)\nSHRA EF 3\nICWL H 0 A_TakeInventory(\"IceWallFlag\",1)\nSHRA D 40\nICWL H 0 A_Refire\ngoto Ready+1\nNoAmmo:\nSHRA D 0 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor IceWallSpawnerBassTM : IceWallSpawner\n{\nHeight 80\nRadius 30\nTranslation \"75:75=70:70\", \"241:241=249:249\"\nStates\n{\nSpawn:\nTNT1 A 0\nICWL F 0 A_ChangeFlag(\"NOCLIP\", 0)\nICWL ABCDE 2\nICWL F 0 A_ChangeFlag(\"NOGRAVITY\",0)\nICWL F 0 A_Explode(7, 64, 0)\nICWL F 1 A_CheckFloor(\"Death\")\nGoto Spawn+8\nDeath:\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nTNT1 A 0 A_SpawnItemEx(\"IceWallBassTM\")\nstop}}\n\nactor IceWallBassTM : IceWall\n{\nHeight 80\nRadius 30\nDamage(15)\nObituary \"%o was crushed by %k's 2 million year-old icecube.\"\nTranslation \"75:75=70:70\", \"241:241=249:249\"\n}\n\nactor CopyVisionWepTMB : CopyVisionWep\n{\ninventory.icon \"BASSASTR\"\nStates\n{\nSpawn:\nSHRA H 1\nloop\nReady:\nSHRA I 0 ACS_ExecuteAlways(998,0,729)\nSHRA I 1 A_WeaponReady\nGoto Ready+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHRA I 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nCOPB A 0 A_JumpIfInventory(\"CopyVisionFlag\",1,\"Buster\")\nCOPB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCOPB A 0 A_FireCustomMissile(\"CopyVisionSpawnerBassTM\",0,0,8,0,0,0)//A_SpawnItemEx(\"CopyVision\",30,0,0,0,0,0,0,0,0)\nCOPB A 0 A_TakeInventory(\"CopyVisionAmmo\",7)\nCOPB A 0 A_GiveInventory(\"CopyVisionFlag\",1)\nSHRA JK 3\nSHRA I 5\nSHRA I 2 A_Refire\nGoto Ready+1\nHold:\nCOPB A 0 A_JumpIfInventory(\"CopyVisionFlag\",1,\"Buster\")\nCOPB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGoto Buster\nBuster:\nCOPB A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nCOPB A 0 A_FireCustomMissile(\"MegaShotBassTM\",0,0,8,0)\nSHRA JK 3\nSHRA I 2\nCOPB A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nSHRA I 1 ACS_Execute(979,0)\ngoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor CopyVisionSpawnerBassTM : CopyVisionSpawner\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CopyVisionBassTM\",48,0,-32,0,0,0,0,0,0)\nstop}}\n\nactor CopyVisionBassTM : CopyVision\n{\nTranslation \"192:192=95:95\", \"198:198=3:3\", \"199:206=95:95\", \"196:196=95:95\", \"110:110=3:3\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/copyvision\", \"weapon\")\nTNT1 A 0 ACS_ExecuteAlways(259, 0, 0)\nCOPY FGHI 2\nGoto Shooting\nShooting:\nBASS F 2 A_GiveToTarget(\"TargetMarker\", 1)\nBASS F 2 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100, 32)\nBASS F 2 A_CustomMissile(\"CopyShotBassTM\",32,0,Random(-3, 3),2,-pitch)//Thing_ProjectileAimed(0, 201, 192, ACS_ExecuteWithResult(257)+100, 0)\nBASS F 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nBASS F 0 A_Countdown\nLoop\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"CopyVisionFlag\", 1)\nCOPY IJK 3\nStop}}\n\nactor CopyShotBassTM : CopyShot {Translation \"201:201=95:95\", \"196:196=95:95\", \"110:110=3:3\"}\n\nactor MegaShotBassTM : MegaShot\n{\ntranslation \"212:217=3:3\"\n}\n\nactor SpreadDrillWepTMB : SpreadDrillWep\n{\ninventory.icon \"BASSGROU\"\nStates\n{\nSpawn:\nSHRA L 1\nloop\nReady:\nSHRA M 0 ACS_ExecuteAlways(998,0,699)\nSHRA M 1 A_WeaponReady\nGoto Ready+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHRA M 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nSPRE H 0 A_JumpIfInventory(\"SpreadDrillFlag\",2,\"Reset\")\nSPRE H 0 A_JumpIfInventory(\"SpreadDrillFlag\",1,\"Spread\")\nSPRE H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSPRE H 0 A_PlaySoundEx(\"weapon/spreaddrill1\",\"Weapon\")\nSPRE H 0 A_FireCustomMissile(\"SpreadDrillBassTM\",0,1,8,0)\nSPRE H 0 A_GiveInventory(\"SpreadDrillFlag\",1)\nSHRA NO 2\nSHRA M 4\nSPRE J 0 A_Refire\nGoto Ready+1\nReset:\nSHRA M 1 A_TakeInventory(\"SpreadDrillFlag\", 2)\nGoto Fire+2\nSpread:\nSHRA M 2 A_GiveInventory(\"SpreadDrillFlag\", 1)\nSHRA M 4\nSPRE H 0 A_JumpIfInventory(\"SpreadDrillFlag\",2, \"Waiting\")\nSPRE H 0 A_JumpIfInventory(\"SpreadDrillFlag\",1, 1)\nGoto Ready+1\nSPRE H 0 A_Refire\ngoto Ready+1\nWaiting:\nSHRA M 5\nSPRE H 0 A_Refire\nGoto Ready+1\nNoAmmo:\nSHRA M 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SpreadDrillBassTM : SpreadDrill\n{\nTranslation \"210:210=21:21\", \"220:220=40:40\"\nstates\n{\nSpawn:\nTNT1 A 0\nSPRE AA 1\nSPRE A 0 A_ChangeFlag(\"NOCLIP\",0)\ngoto Waiting\nSpread:\nTNT1 A 0 A_TakeFromTarget(\"SpreadDrillFlag\",1)\nTNT1 A 0 A_SpawnItemEx(\"LargeDrillShellBassTM\",-8,0,0,5)\nTNT1 A 0 A_SpawnItemEx(\"MediumDrill1BassTM\",0,0,0,20,13,0,0)\nTNT1 A 0 A_SpawnItemEx(\"MediumDrill1BassTM\",0,0,0,20,-13,0,0)\nstop}}\n\nactor MediumDrill1BassTM : MediumDrill1\n{\nTranslation \"210:210=21:21\", \"220:220=40:40\"\nstates\n{\nSpawn:\nSPRE B 0\nSPRE CB 2\nGoto Death\nDeath:\nTNT1 A 0 A_CustomMissile(\"MediumDrill2BassTM\",0,0,0, 2,0)\nTNT1 A 0 A_CustomMissile(\"MediumDrill2BassTM\",0,0,0, 2,0)\nstop}}\n\nactor MediumDrill2BassTM : MediumDrill2\n{\nTranslation \"210:210=21:21\", \"220:220=40:40\"\nstates\n{\nSpawn:\nSPRE CB 2\nSPRE B 0 A_JumpIfInTargetInventory(\"SpreadDrillFlag\",2,\"Spread\")\nLoop\nSpread:\nTNT1 A 0 A_SpawnItemEx(\"MediumDrillShellBassTM\",-4,0,0,5)\nTNT1 A 0 A_SpawnItemEx(\"SmallDrill1BassTM\",0,0,0,20,8,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SmallDrill1BassTM\",0,0,0,20,-8,0,0)\nTNT1 A 0 A_GiveToTarget(\"SpreadDrillFlag\", 2)\nstop}}\n\nactor SmallDrill1BassTM : SmallDrill1\n{\nTranslation \"210:210=21:21\", \"220:220=40:40\"\nstates\n{\nSpawn:\nSPRE D 0\nSPRE ED 2\nGoto Death\nDeath:\nTNT1 A 0 A_CustomMissile(\"SmallDrill2BassTM\",0,0,0, 2,0)//A_SpawnItemEx(\"SmallDrill2\",0,0,0,27,0,0,0)\nstop\n}\n}\n\nactor SmallDrill2BassTM : SmallDrill2\n{\nTranslation \"210:210=21:21\", \"220:220=40:40\"\n}\n\nactor LargeDrillShellBassTM : LargeDrillShell\n{\nTranslation \"210:210=21:21\", \"220:220=40:40\"\n}\n\nactor MediumDrillShellBassTM : MediumDrillShell\n{\nTranslation \"210:210=21:21\", \"220:220=40:40\"\n}\n\nactor WaveBurnerWepTMB : WaveBurnerWep\n{\ninventory.icon \"BASSBURN\"\nStates\n{\nSpawn:\nSHRA P 1\nloop\nReady:\nSHRA Q 0 ACS_ExecuteAlways(998,0,698)\nSHRA Q 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSHRA Q 1 A_Lower\ngoto Ready+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHRA Q 1 A_Raise\ngoto Ready+1\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nWAVB K 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSHRA Q 2\ngoto Hold\nUnderWater:\nWAVB L 0 A_GunFlash\nWAVB L 0 A_JumpIfInventory(\"WaveBurnerFlag\", 2, 3)\nSHRA R 2 A_FireCustomMissile(\"WaveBurnUWBassTM\",0,1,8,0)\nWAVB L 0 A_ReFire\nGoto End\nSHRA R 2 A_FireCustomMissile(\"WaveBurnUWBassTM\",0,0,8,0)\nWAVB L 0 A_TakeInventory(\"WaveBurnerFlag\",12)\nWAVB L 0 A_ReFire\nGoto End\nFire1:\nSHRA R 2 A_FireCustomMissile(\"WaveBurnBassTM\",0,1,8,0)\nWAVB L 0 A_ReFire\ngoto End\nFire2:\nSHRA R 2 A_FireCustomMissile(\"WaveBurnBassTM\",5,0,8,0)\nWAVB L 0 A_Refire\ngoto End\nFire3:\nSHRA R 2 A_FireCustomMissile(\"WaveBurnBassTM\",10,1,8,0)\nWAVB L 0 A_Refire\ngoto End\nFire4:\nSHRA R 2 A_FireCustomMissile(\"WaveBurnBassTM\",15,0,8,0)\nWAVB L 0 A_Refire\ngoto End\nFire5:\nSHRA R 2 A_FireCustomMissile(\"WaveBurnBassTM\",-5,0,8,0)\nWAVB L 0 A_Refire\ngoto End\nFire6:\nSHRA R 2 A_FireCustomMissile(\"WaveBurnBassTM\",-10,1,8,0)\nWAVB L 0 A_Refire\ngoto End\nFire7:\nSHRA R 2 A_FireCustomMissile(\"WaveBurnBassTM\",-15,0,8,0)\nWAVB L 0 A_Refire\ngoto End\nFireLoop:\nWAVB L 0 A_TakeInventory(\"WaveBurnerFlag\",12)\nGoto Fire5\nEnd:\nWAVB L 0 A_TakeInventory(\"WaveBurnerFlag\",12)\nSHRA S 4\nSHRA RQ 2\nGoto Ready+1\nFlash:\nTNT1 A 0 A_FireCustomMissile(\"WaveBurnerBubbleFXBassTM\",random(-7,7),0,8,0,0,random(-4,4))\nTNT1 A 0 A_Jump(16, \"NoFlash\")\nTNT1 A 1 A_FireCustomMissile(\"WaveBurnerBubbleFXBassTM\",random(-7,7),0,8,0,0,random(-4,4))\nTNT1 A 0 A_Jump(96, \"NoFlash\")\nTNT1 A 1 A_FireCustomMissile(\"WaveBurnerBubbleFXBassTM\",random(-7,7),0,8,0,0,random(-4,4))\nTNT1 A 0 A_Jump(128, \"NoFlash\")\nTNT1 A 1 A_FireCustomMissile(\"WaveBurnerBubbleFXBassTM\",random(-7,7),0,8,0,0,random(-4,4))\nGoto NoFlash\nNoAmmo:\nSHRA Q 1 ACS_Execute(979,0)\ngoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor WaveBurnBassTM : WaveBurn\n{\nTranslation \"218:218=138:138\", \"40:40=111:111\"\n}\n\nactor WaveBurnUWBassTM : WaveBurnUW\n{\nTranslation \"218:218=138:138\", \"40:40=111:111\"\n}\n\nactor WaveBurnerBubbleFXBassTM : WaveBurnerBubbleFX\n{\nTranslation \"218:218=138:138\", \"40:40=111:111\"\n}\n\nactor RemoteMineWepTMB : RemoteMineWep\n{\ninventory.icon \"BASSPIRA\"\nStates\n{\nSpawn:\nSHRA T 1\nloop\nReady:\nREMB A 0 ACS_ExecuteAlways(998,0,728)\nSHRA U 1 A_WeaponReady\nGoto Ready+1\nRemoveFlag:\nREMB A 0 A_GiveInventory(\"RemoteMineFlag\", 10)\nSHRA U 10\nREMB A 0 A_TakeInventory(\"RemoteMineFlag\", 10)\ngoto Deselect+1\nSelect:\nREMB A 0 A_TakeInventory(\"RemoteMineFlag\", 10)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHRA U 1 A_Raise\nGoto Select+1\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nREMB A 0 A_JumpIfInventory(\"RemoteMineFlag\",1,\"Boom\")\nREMB A 0 A_GiveInventory(\"RemoteMineFlag\", 1)\nREMB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nREMB A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nREMB A 0 A_FireCustomMissile(\"RemoteMineBassTM\",0,1,8,0)\nSHRA VWUUU 5\nREMB A 0 A_Refire\nGoto Ready+1\nBoom:\nREMB A 0 A_GiveInventory(\"RemoteMineFlag\", 10)\nSHRA U 10\nREMB A 0 A_TakeInventory(\"RemoteMineFlag\", 10)\ngoto Ready+1\nNoAmmo:\nSHRA U 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor RemoteMineBassTM : RemoteMine\n{\nTranslation \"210:210=204:204\", \"41:41=3:3\"\n}\n\nactor TenguBladeWepTMB : TenguBladeWep\n{\nStates\n{\nSpawn:\nTBLA X 1\nloop\nReady:\nTENA A 0 ACS_ExecuteAlways(998,0,170)\nTENA A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTENA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTENA A 1 A_Raise\nLoop\nFire:\nHold:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nTENA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTENA A 0 A_JumpIfInventory(\"WeaponCharge\", 25, \"Charge2\")\nTENA A 0 A_JumpIfInventory(\"WeaponCharge\", 15, \"Charge\")\nTENA A 1 A_GiveInventory(\"WeaponCharge\", 1)\nTENA A 0 A_Refire\nGoto Fire1\nCharge:\nTENA B 0 A_JumpIfInventory(\"WeaponCharge\", 25, \"Charge2\")\nTENA B 1 A_GiveInventory(\"WeaponCharge\", 1)\nTENA B 0 A_Refire\nGoto Fire1\nCharge2:\nTENA C 1 A_JumpIfInventory(\"IsBot\", 1, \"BotCharge\")\nTENA C 0 A_Refire\nTENA C 0 A_CheckFloor(\"DashStart\")\nGoto Fire1\nBotCharge:\nTENA C 1 A_Jump(64, \"Fire1\")\nTENA C 0 A_Jump(32, 2)\nTENA C 0 A_Refire\nGoto Charge2+2\nDashStart:\nTENA E 0 A_GiveInventory(\"CutterFlag\", 10)\nTENA E 0 A_TakeInventory(\"TenguBladeAmmo\", 2)\nTENA E 0 A_Recoil(-50)\nTENA E 0 A_PlaySoundEx(\"weapon/tengudash\",\"Weapon\")\nTENA E 0 SetPlayerProperty(0,1,4)\nTENA E 0 A_ChangeFlag(\"THRUSPECIES\", 1)\nGoto DashAttack\nDashExtend:\nTENA E 0 A_GiveInventory(\"CutterFlag\", 2)\nTENA E 0 A_Stop\nTENA E 0 A_SpawnItemEx(\"TenguMeleeTM\")\nTENA E 0 A_Recoil(-40)\nTENA E 0 ThrustThingZ(0, 35, 0, 0)\nGoto DashAttack\nDashAttack:\nTENA E 0 A_Recoil(-1)\nTENA E 1 A_SpawnItemEx(\"TenguMeleeTM\", 48, 0, 32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM) //A_FireCustomMissile(\"TenguMelee\",0,0,11,-8)\nTENA E 0 A_TakeInventory(\"CutterFlag\", 1)\nTENA E 0 A_JumpIfInventory(\"CutterFlag\", 1, \"DashAttack\")\nDashFinish:\nTENA E 1 A_JumpIf(ACS_ExecuteWithResult(261, 64) == 1, \"DashExtend\")\nTENA E 0 SetPlayerProperty(0,0,4)\nTENA E 0 A_ChangeFlag(\"THRUSPECIES\", 0)\nTENA E 0 A_ScaleVelocity(0.25)\nTENA FG 2\nTNT1 A 18 A_TakeInventory(\"WeaponCharge\", 999)\nTENA A 0 A_Refire\nTENA CBA 2\nGoto Ready+1\nFire1:\nTENA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTENA A 0 A_PlaySoundEx(\"weapon/tengushot\",\"Weapon\")\nTENA B 1 A_SpawnItemEx (\"TenguSlash1\",cos(-pitch)*56,8,32+(sin(-pitch)*48), momx, momy, 0,0,SXF_ABSOLUTEMOMENTUM,0) //A_FireCustomMissile(\"TenguBlade\",0,1,8,0)//A_FireCustomMissile(\"TenguBlade\",0,1,11,-8)\nTENA C 1\nTENA D 2\nTENA E 2 A_SpawnItemEx (\"TenguSlash2\",cos(-pitch)*56,8,32+(sin(-pitch)*48), momx, momy, 0,0,SXF_ABSOLUTEMOMENTUM,0)\nTENA F 2\nTENA G 2 A_FireCustomMissile(\"TenguBlade\",0,1,8,0)\nTNT1 A 8 A_TakeInventory(\"WeaponCharge\", 999)\nTENA CBA 2\nTENA A 10 A_Refire\nGoto Ready+1\nNoAmmo:\nTENA A 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor LightningBoltWepTMB : LightningBoltWep\n{\ninventory.icon \"BASSDYNA\"\nStates\n{\nSpawn:\nSHRA X 1\nloop\nReady:\nLIBO B 0 ACS_ExecuteAlways(998,0,731)\nSHRA Y 1 A_WeaponReady\nGoto Ready+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHRA Y 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nLIBO B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLIBO B 0 A_PlaySoundEx(\"weapon/lightningbolt\",\"Weapon\")\nLIBO B 0 A_Stop\nLIBO B 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nLIBO B 0 SetPlayerProperty(0,1,4)\nSHRA Z 2 A_SpawnItemEx(\"LightningStartFX1BassTM\",4,0,48)\nSHRB A 2 A_SpawnItemEx(\"LightningStartFX2BassTM\",4,0,48)\nSHRB BC 2\nTNT1 A 10\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 0, 1, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 345, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 30, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 315, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 60, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 285, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 90, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 255, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 120, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 225, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 150, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 195, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 180, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 165, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 210, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 135, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 240, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 105, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 270, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 75, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 300, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 45, 0, 8, 0)\nTNT1 A 1 A_FireCustomMissile(\"LightningBoltTracerBassTM\", 330, 0, 8, 0)\nTNT1 A 0 A_FireCustomMissile(\"LightningBoltTracer2BassTM\", 15, 0, 8, 0)\nTNT1 A 10\nSHRB BCA 2\nSHRA Z 2\nLIBO B 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nLIBO B 0 SetPlayerProperty(0,0,4)\nSHRA Y 20 A_WeaponReady (WRF_NOFIRE)\nLIBO B 0 A_Refire\nGoto Ready+1\nNoAmmo:\nSHRA Y 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor LightningStartFX1BassTM : LightningStartFX1\n{\nTranslation \"93:93=32:32\", \"229:229=236:236\"\n}\nactor LightningStartFX2BassTM : LightningStartFX2\n{\nTranslation \"93:93=32:32\", \"229:229=236:236\"\n}\n\nactor LightningBoltTracerBassTM : LightningBoltTracer\n{states\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"FLOORHUGGER\", 1)\nTNT1 A 0 A_Changeflag(\"NOCLIP\", 0)\nTNT1 A 10\nGoto XDeath\nCrash:\nXDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"LightningBoltBassTM\")\nstop}}\n\nactor LightningBoltTracer2BassTM : LightningBoltTracerBassTM\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"FLOORHUGGER\", 1)\nTNT1 A 0 A_Changeflag(\"NOCLIP\", 0)\nTNT1 A 5\nGoto XDeath}}\n\nactor LightningBoltBassTM : LightningBolt\n{\nTranslation \"93:93=32:32\", \"229:229=236:236\"\nstates\n{\nSpawn:\nLIBO G 0\nLIBO G 1 A_SpawnItemEx(\"LightningExtendBassTM\", 0, 0, 355)\nLIBO G 0 A_PlaySoundEx(\"weapon/lightningbolt\",\"Weapon\")\nLIBO G 0 A_Explode(35, 128, 0)\nLIBO H 1\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFXBassTM\", Random(32, 96), Random(32, 96), 32)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFXBassTM\", Random(-32, -96), Random(-32, -96), 64)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFXBassTM\", Random(32, 96), Random(32, 96), 96)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFXBassTM\", Random(-32, -96), Random(-32, -96), 128)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFXBassTM\", Random(32, 96), Random(32, 96), 160)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFXBassTM\", Random(-32, -96), Random(-32, -96), 192)\nLIBO IJK 1\nStop}}\n\nActor LightningExtendBassTM : LightningExtend\n{\nTranslation \"93:93=32:32\", \"229:229=236:236\"\nStates\n{\nSpawn:\nLIBO L 0\nLIBO L 0 A_JumpIf(ceilingz-z <= 32, \"Death\")\nLIBO L 0 A_SpawnItemEx(\"LightningExtendBassTM\", 0, 0, 160)\nLIBO LLMN 1\nstop}}\n\nactor LightningBoltFXBassTM : LightningBoltFX\n{\nTranslation \"93:93=32:32\", \"229:229=236:236\"\n}\n\nactor MagicCardWepTMB : MagicCardWep\n{\ninventory.icon \"BASSMAGI\"\nStates\n{\nSpawn:\nSHRB D 1\nloop\nReady:\nMCAR H 0 ACS_ExecuteAlways(998,0,700)\nSHRB E 1 A_WeaponReady\nGoto Ready+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHRB E 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nMCAR H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMCAR H 0 A_PlaySoundEx(\"weapon/magiccard\",\"Weapon\")\nMCAR H 0 A_FireCustomMissile(\"MagicCardBassTM\",0,1,8,0)\nSHRB FG 4\nSHRB E 15\nMCAR H 0 A_Refire\nGoto Ready+1\nNoAmmo:\nSHRB E 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor MagicCardBassTM : MagicCard\n{\ntranslation \"250:250=114:114\", \"3:3=116:116\"\nStates\n{\nSpawn:\nMCAR A 0\nMCAR AA 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR BBCCCCCC 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR D 0 A_ScaleVelocity(0.5)\nMCAR DD 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR D 0 A_ScaleVelocity(0.5)\nMCAR EE 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR D 0 A_ScaleVelocity(-2.0)\nMCAR FF 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR A 0 A_CustomMissile(\"ReturningMagicCardBassTM\",0,0,0,0)\nstop}}\n\nactor ReturningMagicCardBassTM : ReturningMagicCard\n{\ntranslation \"250:250=114:114\", \"3:3=116:116\"\nStates\n{\nSpawn:\nMCAR A 0\nMCAR A 0 A_JumpIfCloser(64,\"Death\")\nMCAR BB 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR B 0 A_JumpIfCloser(64,\"Death\")\nMCAR CC 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR C 0 A_JumpIfCloser(64,\"Death\")\nMCAR DD 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR D 0 A_JumpIfCloser(64,\"Death\")\nMCAR EE 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR A 0 A_JumpIfCloser(64,\"Death\")\nMCAR FF 1 A_SpawnItemEx(\"MagicCardDamager\",0,0,0,2,0,0)\nMCAR A 0 A_JumpIfCloser(64,\"Death\")\nMCAR A 0 A_CustomMissile(\"ReturningMagicCardBassTM\",0,0,0,0)\nstop}}\n\nactor BalladeCrackerWepTMB : BalladeCrackerWep\n{\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBHND A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBHND A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBHND A 0 A_FireCustomMissile(\"BalladeCracker\",0,1,8,0)\nBHND BCDEFG 2\nBHND HI 2\nBHND A 0 A_JumpIfNoAmmo(\"NoAmmoDelay\")\nBHND A 13\nBHND A 0 A_Refire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor SakugarneWepTMB : SakugarneWep\n{\nStates\n{\nFire:\nSAKH A 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nSAKH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSAKH A 0 A_JumpIfInventory(\"IsFlying\",1,\"NoAmmo\")\nSAKH A 0 A_JumpIfInventory(\"SakugarneActive\",1,\"AirReady\")\nSAKH A 0 A_JumpIf(z-floorz>0, \"NoAmmo\")\nSAKH A 0 A_GiveInventory(\"SakugarneActive\",1)\nSAKH A 0 A_Stop\nSAKH A 0 A_PlaySoundEx(\"weapon/sakugarne\",\"Weapon\")\nSAKH AAAABBBB 1 A_SpawnItemEx(\"Sakugarne1\",8,0,-52)\nSAKH A 0 A_Takeinventory(\"SakugarneAmmo\",1)\nSAKH A 0 A_Stop\nSAKH A 0 A_ChangeVelocity(17,0,16, CVF_RELATIVE)\nSAKH CCCCC 1 A_SpawnItemEx(\"Sakugarne2\",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGoto Air\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor ScrewCrusherWepTMB : ScrewCrusherWep\n{\nWeapon.AmmoUse 8\nWeapon.AmmoGive 112\nStates\n{\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nCKIC C 0 A_JumpifInventory(\"PowerInfinityAmmo\",1,\"Fire2\")\nSCRH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSCRH ABC 2\nSCRH A 0 A_PlaySoundEx(\"weapon/screwcrusher\",\"Weapon\")\nSCRH A 0 A_FireCustomMissile(\"ScrewCrusherStraightTM\",0,1,8,0)\nSCRH DEFG 2\nSCRH A 5\nGoto Ready+1\nFire2:\nSCRH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSCRH A 0 A_PlaySoundEx(\"weapon/screwcrusher\",\"Weapon\")\nSCRH A 0 A_FireCustomMissile(\"ScrewCrusherTM\",0,1,8,0)\nSCRH ABCD 2\nSCRH F 0 A_Refire\nSCRH EEFFGG 1 A_WeaponReady\nSCRH A 4\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}\n\nactor MirrorBusterWepTMB : MirrorBusterWep\n{\nStates\n{\nReady:\nBMIR F 0 ACS_ExecuteAlways(998,0,52)\nBMIR F 0 A_JumpIfInventory(\"MirrorBusterFlag\", 1, \"NoAmmo\")\nBMIR F 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBMIR F 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBMIR F 1 A_Raise\nLoop\nFire:\nBASB B 0 A_JumpIfInventory(\"SmashFlag\",1,\"BassSmash\")\nBMIR F 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGoto Hold\nHold:\nBMIR F 0 A_JumpIfInventory(\"MirrorBusterAmmo\", 1, 1)\nGoto NoAmmo\nBMIR F 0 A_JumpIfInventory(\"MirrorBusterFlag\", 1, \"Hold2\")\nBMIR F 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"CoolDown\")\nMIRR F 0 A_PlayWeaponSound(\"weapon/mirroractivate\")\nBMIR F 0 A_TakeInventory(\"MirrorBusterAmmo\",2)\nBMIR F 0 A_GiveInventory(\"MirrorBusterFlag\", 35)\nBMIR F 0 A_GiveInventory(\"ShieldCheck\", 1)\nGoto Hold2\nHold2:\nBMIR HHH 1 A_SpawnItemEx(\"MirrorBuster1\",38,0,0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nBMIR G 0 A_TakeInventory(\"MirrorBusterFlag\", 2)\nBMIR HHH 1 A_SpawnItemEx(\"MirrorBuster2\",38,0,0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nBMIR G 0 A_TakeInventory(\"MirrorBusterFlag\", 2)\nBMIR G 0 A_Refire\nBMIR G 0 A_TakeInventory(\"ShieldCheck\", 1)\nBMIR G 4 A_TakeInventory(\"MirrorBusterFlag\", 35)\nGoto Ready+1\nNoAmmo:\nBMIR F 1 ACS_Execute(979,0)\nGoto CoolDown+2\nCoolDown:\nBMIR GF 15\nBMIR G 0 A_TakeInventory(\"ShieldCheck\", 1)\nBMIR G 0 A_TakeInventory(\"MirrorBusterFlag\", 35)\nBMIR G 0 A_ClearRefire\nGoto Ready+1\nAltfire:\nTNT1 A 0 A_GiveInventory(\"BassIsDashing\")\nBASB B 1 SetPlayerProperty(0,0,0)\nDABA B 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassIsDashing\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 0\nBASD B 2 A_GiveInventory(\"BassDashThrustTM\",1)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassIsDashing\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\ngoto Ready+1\nBassSmash:\nBASB C 0 A_TakeInventory(\"SmashFlag\",99)\nBASB C 5 A_PlaySoundEx(\"weapon/copyvision\",\"Weapon\")\nBASB D 5 A_SpawnItemEx(\"BassClone\",72,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nBASB DC 5\nBASB B 1\ngoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Actors/CWeapGiver.txt",
"contents": "Actor BoostPowerWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Boost Power!\"\nStates\n{\nSpawn:\nJWEA D 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"BoostPowerWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"BoostPowerWep\",1)\nStop\n}\n}\n\nActor ToyDropperWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Toy Dropper!\"\nStates\n{\nSpawn:\nTOYD M 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"ToyDropperWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"ToyDropperWep\",1)\nStop\n}\n}\n\nActor BlingStormWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Bling Storm!\"\nStates\n{\nSpawn:\nWEAP N 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"BlingStorm\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"BlingStorm\",1)\nStop\n}\n}\n\nActor BoulderTossWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Boulder Toss!\"\nStates\n{\nSpawn:\nBTIC A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"BoulderTossWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"BoulderTossWep\",1)\nStop\n}\n}\n\nActor WSprintWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Wild Sprint!\"\nStates\n{\nSpawn:\nWSRT A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"WSprintWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"WSprintWep\",1)\nStop\n}\n}\n\nActor LLaserWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Mega-Bolt!\"\nStates\n{\nSpawn:\nLILA M 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"LLaserWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"LLaserWep\",1)\nStop\n}\n}\n\nActor ThisWayWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Chaser!\"\nStates\n{\nSpawn:\nWAYS M 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"ThisWayWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"ThisWayWep\",1)\nStop\n}\n}\n\nActor HarpNoteWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Harp Note!\"\nStates\n{\nSpawn:\nMUNO Z 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"HarpNoteWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"HarpNoteWep\",1)\nStop\n}\n}\n\nActor NuclearTackleWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Nuclear Tackle!\"\nStates\n{\nSpawn:\nNRTL X 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"NuclearTackleWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"NuclearTackleWep\",1)\nStop\n}\n}\n\nActor RainbowLaserWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Rainbow Laser!\"\nStates\n{\nSpawn:\nJWEA A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"RainbowLaserWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"RainbowLaserWep\",1)\nStop\n}\n}\n\nActor WeafShieldWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Weaf Shield!\"\nStates\n{\nSpawn:\nWEAF C 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"WeafShieldWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"WeafShieldWep\",1)\nStop\n}\n}\n\nActor LauncherWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Launcher!\"\nStates\n{\nSpawn:\nLAUN M 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"LauncherWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"LauncherWep\",1)\nStop\n}\n}\n\nActor ChallengePissWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Challenge Pissing!\"\nStates\n{\nSpawn:\nCHLG A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"ChallengePissWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"ChallengePissWep\",1)\nStop\n}\n}\n\nActor RFMissileWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! RF-Missile!\"\nStates\n{\nSpawn:\nRFMS M 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"RFMissileWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"RFMissileWep\",1)\nStop\n}\n}\n\nActor PharaohWaveWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Pharaoh Wave!\"\nStates\n{\nSpawn:\nPWIC A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"PharaohWaveWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"PharaohWaveWep\",1)\nStop\n}\n}\n\nActor DragonGunWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"You have been given the most powerful weapon in the game, the Dragon Gun! You have two chances to wreck someone really badly. \\cgDO. NOT. SCREW. THIS. UP.\"\nStates\n{\nSpawn:\nDGUN A 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"DragonGun\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"DragonGun\",1)\nStop\n}\n}\n\nActor RaveBeamWepGiver : WepTMGiver\n{\nInventory.Pickupmessage \"Sweet Rave Party! Rave Beam!\"\nStates\n{\nSpawn:\nWEA3 G 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"RaveBeamWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"RaveBeamWep\",1)\nStop\n}\n}\n\nActor BlueShellWepGiver : WepTMGiver\n{\nInventory.Pickupmessage \"You Lucky Bastard! Blue Shell!\"\nStates\n{\nSpawn:\nBLSH M 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"BlueShellWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"BlueShellWep\",1)\nStop\n}\n}\n\nActor RNGHammerWepGiver : WepTMGiver\n{\nInventory.Pickupmessage \"RNG bless you.\"\nStates\n{\nSpawn:\nWEAP X 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"RNGHammerWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"RNGHammerWep\",1)\nStop\n}\n}\n\nActor AquaClusterWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Aqua Cluster!\"\nStates\n{\nSpawn:\nAQCL M 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"AquaClusterWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"AquaClusterWep\",1)\nStop\n}\n}\n\nActor MissileWepGiver : WepTMGiver\n{\nInventory.PickUpMessage \"Power up! Missile!\"\ninventory.pickupsound \"weapon/samuspickup\"\nStates\n{\nSpawn:\nMETM E 1\nLoop\nPickUp:\nDUST B 0 A_JumpIfInventory(\"MissileWep\",1,\"Failure\")\nGoTo Verify\nSuccess:\nDUST B 0 A_GiveInventory(\"MissileWep\",1)\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ClassBase.txt",
"contents": "Actor SecretPowerFightersBase : PlayerPawn\n{\n+NOBLOOD\n+NOBLOODDECALS\n+NODAMAGETHRUST\n+DONTBLAST\n+QUICKTORETALIATE\nBloodType \"\"\nPlayer.DisplayName \"Based Class\"\nPlayer.SoundClass \"megaman\"\nPlayer.DamageScreenColor \"black\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 1.0, 1.0\nPlayer.SideMove 1.0, 1.0\nPlayer.ColorRange 0 0\nHealth 1000\nPlayer.MaxHealth 1000\nMass 9999\nDamageFactor \"Normal\", 1.0\nDamageFactor \"Falling\", 10.0\nDamageFactor \"Slime\", 10.0\nDamageFactor \"Lava\", 10.0\nDamageFactor \"Water\", 10.0\nDamageFactor \"Dummy\", 0.0\nDamageFactor \"RNGHammer4\", 1.0\nGravity 0.8\nScale 2.5\nPlayer.MaxSkinSizeFactor 0, 0 //Fixes downsizing\nStates\n{\nSpawn:\n\"----\" A 0\n\"----\" B 1\n\"----\" A 1\nGoTo Spawn+2\nSee:\n\"----\" BCDE 5\nGoTo Spawn+1\nMissile:\n\"----\" F 5\n\"----\" G 4\nGoTo Spawn+2\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.BassBuster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCracker:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.OilSlider:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Misc:\nPain.Treble:\nPain.FlameSwordSpark:\nPain.BlueFalcon:\nPain.LazorAura:\nPain.BeamosLaser:\nPain.Swift:\nPain.FireSpin:\nPain.DragonType2:\nPain.IceType:\nPain.FireType1:\nPain.FireType3:\nPain.FireSpinN:\nPain.GlaceonIS:\nPain.GlaceonHail:\nPain.GlaceonIceBody:\nPain.WeedShield2:\nPain.RainbowLaser2:\nPain.RainbowLaser3:\nPain.BusterB:\nPain.RNGHammer1:\nPain.RainbowLaser1:\nPain.RNGHammer2:\nPain.RNGHammer4:\nPain.IceToy:\nPain.ShotPut:\nPain.Psychic:\nPain.BNNormal:\nPain.BadzBuster:\nPain.BadzFieryStuff:\nPain.BadzIcyStuff:\nPain.BadzElectricStuff:\nPain.DuoShockwave:\nPain.DuoMeteor:\nPain.BNNapalmman:\nPain.Misc:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0\nGoTo Pain+1\nPain.BestPunch:\n\"----\" H 0\nGoTo Pain+1\nPain.DuoGiantFist:\n\"----\" H 0 ThrustThingZ(0,-80,0,0)\nGoTo Pain+1\nPain.FreeziaKick:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"Rin/Connect1\",\"LMAO\")\n\"----\" H 0 A_GiveInventory(\"FreeziaSlow\",1)\nGoTo Pain+1\nPain.UltUppercut1:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"Rin/Connect1\",\"LMAO\")\n\"----\" H 0 A_JumpIfInventory(\"Shocked\",1,\"UU1No\") //A wise man once said,\n\"----\" H 0 A_JumpIfInventory(\"UUStun\",1,\"UU1No\") //\"I rather be safe than sorry. ~Zomo\"\n\"----\" H 0 A_GiveInventory(\"UUStun\",1) //15-tic stun\nUU1No:\n\"----\" H 0\nGoTo Pain+1\nPain.UltUppercut2:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"Rin/Connect2\",\"LMAO\")\n\"----\" H 0 ThrustThingZ(0,30,0,0)\n\"----\" H 0 A_JumpIfInventory(\"UUStun\",1,\"UU2No\") //A wise man once said,\n\"----\" H 0 A_JumpIfInventory(\"Shocked\",1,\"UU2No\") //\"I rather be safe than sorry. ~Zomo\"\n\"----\" H 0 A_GiveInventory(\"Shocked\",1) //35-tic stun\nUU2No:\n\"----\" H 0\nGoTo Pain+1\nPain.AxeKick:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"Rin/Connect2\",\"LMAO\")\n\"----\" H 0 A_TakeInventory(\"UUStun\",999)\n\"----\" H 0 A_TakeInventory(\"Shocked\",999)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveInventory(\"AxeKickProtection\",1)\n\"----\" H 0 A_CheckFloor(\"AxeKick2\")\nGoTo AxeKick1\nAxeKick1:\n\"----\" H 0 ThrustThingZ(0,-120,0,0)\nGoTo Pain+1\nAxeKick2: //So the target doesn't get instakill'd if user lands on top of him/her\n\"----\" H 0 A_Recoil(20)\nGoTo Pain+1\nPain.CounterAttack:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_TakeInventory(\"UUStun\",999)\n\"----\" H 0 A_TakeInventory(\"Shocked\",999)\nGoTo Pain+1\nPain.FreeziaKick2:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"FreeziaSlow\",1)\n\"----\" H 0 A_PlaySoundEx(\"Rin/Connect1\",\"LMAO\")\n\"----\" H 0 A_SetAngle(Angle+180)\n\"----\" H 0 A_Recoil(25)\n\"----\" H 0 A_TakeInventory(\"UUStun\",999)\n\"----\" H 0 A_TakeInventory(\"Shocked\",999)\nGoTo Pain+1\nPain.RNGHammer3:\n\"----\" H 0 A_Recoil(-15)\nGoTo Pain+1\nPain.RNGHammer5:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Stop\nGoTo Pain+1\nPain.RNGHammer6:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n//\"----\" H 0 A_GiveInventory(\"IveBeenBurned2\",1)\nGoTo Pain+1\nPain.RNGHammer7:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveToTarget(\"Health\",50)\nGoTo Pain+1\nPain.RNGHammer9:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_Recoil(70)\n\"----\" H 0 ThrustThingZ(0,70,0,0)\nGoTo Pain+1\nPain.RNGHammer8:\nICWL F 0 A_Stop\nICWL F 0 SetPlayerProperty(0,1,4)\nICWL FK 10 ThrustThingZ(0,40,0,0)\nICWL F 0 SetPlayerProperty(0,0,4)\nGoTo Pain+1\nPain.WeedShield1:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"WeedShieldProtection\",1)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 ThrustThing(Random(0,360),20,1,0)\n\"----\" H 0 SetPlayerProperty(0,0,4)\nGoTo Spawn+1\nPain.GiantHardKnuckle:\n\"----\" H 0 A_Recoil(20)\nGoTo Pain+1\nPain.BombRain:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SetAngle(angle+random(90,180))\n\"----\" H 0 ThrustThingZ(0,sin(pitch)*random(10,20),1,0)\n\"----\" H 0 A_Recoil(cos(-pitch)*random(5,10))\nGoTo Pain+1\nPain.MultiPunch:\nPain.BurningShot:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ScaleVelocity(0.85)\nGoTo Pain+1\nPain.LightningKnee:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"KneeProtection\",1)\n\"----\" HHH 1 A_Stop\n\"----\" H 0 A_Recoil(40)\nGoTo Pain+1\nPain.JusticeKnee:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"KneeProtection\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_Recoil(10)\nGoTo Pain+1\nPain.FalconPunch:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"cf/fpimpct\",\"Body\")\n\"----\" H 0 A_Stop\n\"----\" H 0 A_Recoil(20)\nGoTo Pain+1\nPain.FalconKick:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"KickProtection\",1)\nGoTo Pain+1\nPain.AerialFalconKick:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"KickProtection\",1)\nGoTo Pain+1\nPain.NuclearTackle:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" HHHHHHHHHHHHHHH 1 A_Stop\nGoTo Pain+1\nPain.Taco:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"NotSoShocked\",1)\nGoTo Pain+1\nPain.Bean:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ScaleVelocity(0.75)\nGoTo Pain+1\nPain.Chaos:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 //A_Stop\nGoTo Pain+1\nPain.BNFire:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0\ngoto Pain+1\nPain.BNWood2:\nPain.BNWood3:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Recoil(15)\n\"----\" H 0 A_ScaleVelocity(0.5)\ngoto Pain+1\nPain.BNWoodTower:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0\ngoto Pain+1\nPain.BNAqua:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Recoil(2)\nGoTo Pain+1\nPain.BNAqua2:\nPain.BNAqua3:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"PowerASwordSlow\",1)\ngoto Pain+1\nPain.BNFreezeman:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_JumpIfInventory(\"PowerFreezemanImmunity\",1,\"Pain\")\n\"----\" H 0 A_GiveInventory(\"PowerFreezeSlow\",1)\ngoto Pain+1\nPain.BNElectric: //Hi, friendly PSA for file manager to update this painstate on ALL classes ASAP.\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"IveBeenZapped\",1)\n\"----\" H 0 A_JumpIfInventory(\"ZapFlag\",14,\"NotStunnedER\")\n\"----\" H 5 A_SpawnItemEx(\"ShockFX2\",random(-18,18),random(-18,18),random(12,36))\n\"----\" H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNElectric+1\nNotStunnedER:\n\"----\" H 0 A_TakeInventory(\"ZapFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNWood:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 1 A_ScaleVelocity(0.65)\ngoto Pain+1\nPain.ToySurf:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_Recoil(3)\n\"----\" HHH 1 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"SurfPit\")\nGoTo Pain+1\nSurfPit:\n\"----\" H 0 A_GiveInventory(\"ExitUnit\",1)\n\"----\" H 0 ACS_Execute(289,0)\nSurfEnd:\n\"----\" H 0 SetPlayerProperty(0,0,4)\nGoTo Pain+1\nPain.Bright:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ScaleVelocity(0.65)\n\"----\" H 0 A_Jump(256, \"Pain\")\nGoTo pain+1\nPain.Wind:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 ThrustThing(random(0,255),35,1,0)\n\"----\" H 0 ThrustThingZ(0,100,0,0)\nGoTo pain+1\nPain.SalPsychic://Left here just in case Zomo needs it for this shitstorm of a mod...\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 ThrustThing(random(0,127),35,1,0)\n\"----\" H 0 ThrustThingZ(0,50,0,0)\n\"----\" H 0 A_Jump(256,\"Pain\")\nGoTo Pain+1\nPain.Gravity:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 ThrustThing(random(0,255),50,1,0)\n\"----\" H 0 ThrustThingZ(0,60,0,0)\nGoTo Pain+1\nPain.DarkPulse:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"PowerDPulseProtect\",1)\ngoto Pain+1\nPain.Thunder:\nPain.ToyStun:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"NotSoShocked\",1)\nGoTo Pain+1\nPain.BeamosLaser2:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ScaleVelocity(0.75)\n\"----\" H 0 A_Jump(256, \"Pain\")\nGoTo pain+1\nPain.MineShock:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"MineShocked\",1)\nGoto Pain+1\nPain.EMPShock:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"EMPShocked\",1)\nGoto Pain+1\nPain.SmashAttack:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Recoil(45)\n\"----\" H 0 ThrustThingZ(0,50,0,0)\n\"----\" H 0 A_PlaySoundEx(\"sfx/smashpain\",\"SoundSlot5\")\nGoto Pain+1\nPain.MeteorAttack:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"sfx/spiked\",\"SoundSlot5\")\n\"----\" H 0 A_JumpIf(z-floorz<=0,\"SpikeLaunch\")\n\"----\" H 0 ThrustThingZ(0,60,1,0)\nGoto Pain+1\nSpikeLaunch:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 ThrustThingZ(0,255,0,0)\nGoto Pain+1\nPain.FalconPunch:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Recoil(random(50,95))\n\"----\" H 0 ThrustThingZ(0,random(50,90),0,0)\n\"----\" H 0 A_PlaySoundEx(\"sfx/pain1\",\"SoundSlot6\")\n\"----\" H 0 A_PlaySoundEx(\"sfx/impact\",\"SoundSlot5\")\nGoto Pain+1\nPain.TailsStun:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"NotSoShocked\",1)\nGoTo Pain+1\nPain.TailsGlove:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 ThrustThingZ(0,80,0,0)\nGoTo Pain+1\nPain.Axel:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 ThrustThingZ(0,40,0,0)\nGoTo Pain+1\nPain.Sonic:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ChangeVelocity(-20,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil(-20)\nGoTo Pain+1\nPain.Michael:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 1 A_SetAngle(angle-30.0)\n\"----\" H 1 A_SetAngle(angle-30.0)\n\"----\" H 1 A_SetAngle(angle-30.0)\nGoto Pain+1\nPain.PsychicType2:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SetAngle(angle-random(60,240))\ngoto Pain+1\nPain.FireType5:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Jump(240,\"Pain\")\n\"----\" H 0 A_PlaySoundEx(\"weapon/firestorm\",\"SoundSlot5\")\n\"----\" H 0 A_JumpIfInventory(\"PowerBurnedAttackStat\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"IveBeenBurned2\")\n\"----\" H 0 A_GiveInventory(\"PowerBurnedAttackStat\",1)\n\"----\" H 0\nGoto Pain+1\nPain.FireType6:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Jump(172,\"Pain\")\n\"----\" H 0 A_PlaySoundEx(\"weapon/firestorm\",\"SoundSlot5\")\n\"----\" H 0 A_JumpIfInventory(\"PowerBurnedAttackStat\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"IveBeenBurned2\")\n\"----\" H 0 A_GiveInventory(\"PowerBurnedAttackStat\",1)\n\"----\" H 0\nGoto Pain+1\nPain.BNFBomb:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",105)\n\"----\" H 0 ACS_ExecuteAlways(249,0)\n\"----\" H 0 A_GiveInventory(\"IveBeenZapped\",1)\n\"----\" H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFB\")\n\"----\" H 1 A_Stop\n\"----\" H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFBomb+3\nNotStunnedFB:\n\"----\" H 0 A_TakeInventory(\"ZapFlag\",999)\n\"----\" H 0 A_TakeInventory(\"BrightBlind\",999)\n\"----\" H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNFlashman:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_TakeInventory(\"PowerInvisArmor\",999)\n\"----\" H 0 A_GiveInventory(\"InvisTakerS\",1)\n\"----\" H 0 A_GiveInventory(\"IveBeenZapped\",1)\n\"----\" H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFMan\")\n\"----\" H 1 A_Stop\n\"----\" H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFlashman+3\nNotStunnedFMan:\n\"----\" H 0 A_TakeInventory(\"ZapFlag\",999)\n\"----\" H 0 A_TakeInventory(\"BrightBlind\",999)\n\"----\" H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNESword:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\n\"----\" H 0 SetPlayerProperty(0,0,4)\n\"----\" H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNUninstall:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"UninstallFX\",0,0,24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\n\"----\" H 0 A_TakeInventory(\"PowerInvisArmor\",999)\n\"----\" H 0 A_TakeInventory(\"PowerFullSynchro\",999)\n\"----\" H 0 A_TakeInventory(\"PowerTotalDefense\",999)\n\"----\" H 0 A_TakeInventory(\"FastGaugeFlag\",999) //To cut off anyone with FastGauge effects\n\"----\" H 0 A_GiveInventory(\"FastCancelFlag\",1) //To cut off anyone with FastGauge effects\n\"----\" H 0 A_TakeInventory(\"YesFlightFlag\",999)\n\"----\" H 0 A_GiveInventory(\"FlightDisableFlag\",1)\n\"----\" H 0 A_GiveInventory(\"InvisTakerS\",1) //Silent version of Invisible chip to silently cancel transparency\n\"----\" H 0 A_GiveInventory(\"AttackDebuffU\",1)\n\"----\" H 0 A_TakeInventory(\"PowerAttackPlus\",999)\n\"----\" H 0 A_GiveInventory(\"SpeedDebuffU\",1)\n\"----\" H 0 A_GiveInventory(\"DefenseDebuffU\",1)\n\"----\" H 0 A_GiveInventory(\"TooSoonFlagX\",1)\ngoto Pain+1\nPain.ElectricType2:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"IveBeenParalyzed\")\n\"----\" H 0 A_GiveInventory(\"PowerElecVision\",1)\nGoto Pain+1\nPain.ElectricType3:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"weapon/thunderbeam\",\"SoundSlot5\")\n\"----\" H 0 A_SpawnItemEx(\"ZappyZap\")\nGoTo Pain+1\nPain.ATBSniper:\nPain.ATBSemiAuto:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"SnipedSafetyController\")\ngoto pain\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ScaleVelocity(0.9)\nGoto Pain+1\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\n\"----\" H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto pain+1\nPain.Taco:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ScaleVelocity(0.75)\nGoTo Pain+1\nPain.Saturn:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"weapon/segahard\",\"Saturn\")\nGoTo Pain+1\nPain.FlameSword:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"FlameSwordProtectTM\", 1)\n\"----\" HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain+1\nPain.WindStorm:\nPain.FlingDamage:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 //ThrustThing(random(0,255),50,1,0)\n\"----\" H 0 ThrustThing(random(0,255),5,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain+1\nPain.FlashStopper:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_Stop\nGoto Pain+1\nPain.GravityHold:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceFinish\nGravityForce4:\n\"----\" H 1 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceFinish\nGravityForce3:\n\"----\" H 1 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceFinish\nGravityForce2:\n\"----\" H 1 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceFinish\nGravityForce1:\n\"----\" H 1 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceFinish\nGravityForceFinish:\n\"----\" H 0 A_CheckFloor(2)\n\"----\" H 0 ThrustThingZ(0,150,1,0)\n\"----\" H 0\nGoto Pain+1\nPain.WilyFire:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFire\")\n\"----\" H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce: //Anyone using this damagetype will be torn apart no questions asked\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n//\"----\" H 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 30 A_Stop\n//\"----\" H 30 A_ChangeFlag(\"SHOOTABLE\",1)\n\"----\" H 0 SetPlayerProperty(0,0,0)\n\"----\" H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn+2\nPain.FireType4:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0\nGoTo Pain+1\nPain.FireType2:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0\ngoto Pain+1\nPain.SalPS:\nPain.EraseLaser:\nPain.MagnetMissile:\nPain.DiveMissile:\nPain.HomingSniper:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 A_SpawnItemEx(\"DontRipSafetyController\") //Just making sure\nGoto Pain+1\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nBeatAssist:\n\"----\" H 0\n\"----\" H 0 HealThing(2)\n\"----\" H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+1\nPain:\n\"----\" H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\n\"----\" H 0 //A_Recoil(1)\n\"----\" H 0 A_Pain\n\"----\" H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\n\"----\" H 0\nGoTo PainFrames\nPainFrames:\n\"----\" H 0 SetPlayerProperty(0,0,4)\n\"----\" H 1\n\"----\" HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 0 SetPlayerProperty(0,0,1)\n\"----\" H 0 A_ChangeFlag(\"ACTIVATEMCROSS\",0)\n\"----\" H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nAntiDamage: //Only one class needs this but I rather be safe than sorry ~Zomo\n\"----\" A 0 A_Stop\n\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\"----\" A 0 SetPlayerProperty(0,1,4)\n\"----\" A 0 SetPlayerProperty(0,2,5)\n\"----\" A 0 A_PlaySoundEx(\"weapon/crackerexplode\",\"SoundSlot7\")\n\"----\" A 0 A_SpawnItemEx(\"PoofFX\",0,0,8)\n\"----\" A 0 A_SpawnItemEx(\"AntiDamageFX\",0,0,4)\n\"----\" AAAAAAAAAA 1 ThrustThingZ(0,75,0,0)\n\"----\" A 0 A_Stop\n\"----\" A 5 A_CustomMissile(\"ADShuriken\",28,0,0,2,0)\n\"----\" A 5 A_CustomMissile(\"ADShuriken\",28,0,0,2,0)\n\"----\" A 20 A_CustomMissile(\"ADShuriken\",28,0,0,2,0)\n\"----\" A 0 A_TakeInventory(\"AntiDamageTime\",999)\n\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\"----\" A 0 SetPlayerProperty(0,0,4)\n\"----\" AAAAA 1 SetPlayerProperty(0,0,5)\ngoto Spawn+2\nDeath.LightningKnee:\n\"----\" H 0 A_SpawnItemEx(\"Sm4shRedLightning\")\n\"----\" HHHHH 1 A_Stop\n\"----\" H 0 A_Recoil(250)\n\"----\" H 0 ThrustThingZ(0,45,0,0)\nGoTo Death\nDeath.FalconPunch:\n\"----\" H 0 A_SpawnItemEx(\"Sm4shRedLightning\")\n\"----\" H 0 A_Stop\n\"----\" H 0 A_Recoil(400)\n\"----\" H 0 ThrustThingZ(0,60,0,0)\nGoTo Death\nDeath.RaptorBoost1:\n\"----\" H 0 A_SpawnItemEx(\"Sm4shRedLightning\")\n\"----\" H 0 A_Stop\n\"----\" H 0 ThrustThingZ(0,600,0,0)\nGoTo Death\nDeath.RaptorBoost2:\n\"----\" H 0 A_SpawnItemEx(\"Sm4shRedLightning\")\n\"----\" HHHHH 1 A_Stop\n\"----\" H 0 ThrustThingZ(0,-600,0,0)\nGoTo Death\nDeath.FalconKick:\n\"----\" H 0 A_SpawnItemEx(\"Sm4shRedLightning\")\n\"----\" HHHHH 1 A_Stop\n\"----\" H 0 A_Recoil(150)\n\"----\" H 0 ThrustThingZ(0,60,0,0)\nGoTo Death\nDeath.AerialFalconKick:\n\"----\" H 0 A_SpawnItemEx(\"Sm4shRedLightning\")\n\"----\" HHHHH 1 A_Stop\n\"----\" H 0 A_Recoil(150)\n\"----\" H 0 ThrustThingZ(0,-500,0,0)\nGoTo Death\nDeath.FireSpinN:\nDeath.TopSpin:\n\"----\" H 0\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 19 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_PlaySoundEx(\"weapon/topspinwav\",\"SoundSlot5\")\n\"----\" H 70\n\"----\" H 1 A_SetTranslucent(0.90, 0)\n\"----\" H 1 A_SetTranslucent(0.80, 0)\n\"----\" H 1 A_SetTranslucent(0.70, 0)\n\"----\" H 1 A_SetTranslucent(0.60, 0)\n\"----\" H 1 A_SetTranslucent(0.50, 0)\n\"----\" H 1 A_SetTranslucent(0.40, 0)\n\"----\" H 1 A_SetTranslucent(0.30, 0)\n\"----\" H 1 A_SetTranslucent(0.20, 0)\n\"----\" H 1 A_SetTranslucent(0.10, 0)\n\"----\" H 1\nGoTo Disappear\nDeath:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 19 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 1 A_SetTranslucent(0.90, 0)\n\"----\" H 1 A_SetTranslucent(0.80, 0)\n\"----\" H 1 A_SetTranslucent(0.70, 0)\n\"----\" H 1 A_SetTranslucent(0.60, 0)\n\"----\" H 1 A_SetTranslucent(0.50, 0)\n\"----\" H 1 A_SetTranslucent(0.40, 0)\n\"----\" H 1 A_SetTranslucent(0.30, 0)\n\"----\" H 1 A_SetTranslucent(0.20, 0)\n\"----\" H 1 A_SetTranslucent(0.10, 0)\n\"----\" H 1\nGoTo Disappear\nDeath.Falling:\n\"----\" H 0 A_SetTranslucent(0.0, 0)\n\"----\" Z 0 SetPlayerProperty(0, 0, 4)\n\"----\" Z 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" Z 0 A_NoBlocking\n\"----\" Z 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" Z 35\n\"----\" ZZZZZ 0 A_SpawnItemEx(\"DeathFX1\",0,0,-32,random(-10,10),random(-10,10),random(1,7))\n\"----\" Z 1 A_PlayerScream\n\"----\" Z 1 A_Stop\n\"----\" Z 1 ACS_ExecuteAlways(999,0,0)\nGoTo Disappear\nDisappear:\n\"----\" Z 0\n\"----\" Z 1 A_CheckPlayerDone\nWait\nDeath.FalconPunch:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 19 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" A 0 A_Recoil(random(100,150))\n\"----\" A 0 ThrustThingZ(0,random(100,200),0,0)\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" H 30\nTNT1 A 0 A_PlaySoundEx(\"sfx/RIP\",\"SoundSlot5\")\n\"----\" H 1 A_SetTranslucent(0.90, 0)\n\"----\" H 1 A_SetTranslucent(0.80, 0)\n\"----\" H 1 A_SetTranslucent(0.70, 0)\n\"----\" H 1 A_SetTranslucent(0.60, 0)\n\"----\" H 1 A_SetTranslucent(0.50, 0)\n\"----\" H 1 A_SetTranslucent(0.40, 0)\n\"----\" H 1 A_SetTranslucent(0.30, 0)\n\"----\" H 1 A_SetTranslucent(0.20, 0)\n\"----\" H 1 A_SetTranslucent(0.10, 0)\n\"----\" Z 1 A_CheckPlayerDone\nWait\nDeath.BugType1: //Fury Stinger\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0\n\"----\" H 0 A_GiveToTarget(\"PowerAttackLevelUp\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 19 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 1 A_SetTranslucent(0.90, 0)\n\"----\" H 1 A_SetTranslucent(0.80, 0)\n\"----\" H 1 A_SetTranslucent(0.70, 0)\n\"----\" H 1 A_SetTranslucent(0.60, 0)\n\"----\" H 1 A_SetTranslucent(0.50, 0)\n\"----\" H 1 A_SetTranslucent(0.40, 0)\n\"----\" H 1 A_SetTranslucent(0.30, 0)\n\"----\" H 1 A_SetTranslucent(0.20, 0)\n\"----\" H 1 A_SetTranslucent(0.10, 0)\n\"----\" H 1\nGoTo Disappear\nEnkerRaise:\n\"----\" Y 1\nLoop\nEnkerAbsorb:\n\"----\" Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\n\"----\" Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoTo EnkerAbsorb3\nEnkerAbsorb3:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,65)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoTo Spawn\nEnkerAbsorb2:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,66)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoTo Spawn\n}\n}\n\nactor PillFreeze : PowerSpeed\n{\nPowerup.Duration -1\nSpeed 0.0\n}\n\nactor PillElectrify1 : PowerSpeed\n{\nPowerup.Duration 15\nSpeed 0.0\n}\n\nActor NotSoShocked : Shocked\n{Powerup.Duration 17}\n\nactor PowerCopyClassScaling : PowerDamage\n{\nPowerup.Duration 0x7FFFFFFF\ndamagefactor \"Normal\", 5.0\n}\n\nactor PowerAttackLevelUp : PowerDamage\n{\nPowerup.Duration 350\ndamagefactor \"Normal\", 2.0\n}\n\nActor InstagibFlag : Inventory {Inventory.MaxAmount 1}\nActor FallingFlag : Inventory {Inventory.MaxAmount 1}\nActor CanUseItems : Inventory {Inventory.MaxAmount 1}\nActor CanCopyWeapons : Inventory {Inventory.MaxAmount 1}\nActor NoIcons : Inventory {Inventory.MaxAmount 1}\n\nactor IveBeenBurned\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"ImNotBurnedNow\",1)\nstop\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"ImNotBurnedNow\",1)\nstop\n}\n}\n\nactor IveBeenBurned2\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedDamage2\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"ImNotBurnedNow\",1)\nstop\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"ImNotBurnedNow\",1)\nstop\n}\n}\n\nactor BurnedDamage : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 DamageThing(6)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"NormalFireFX\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"NormalFireFX\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"NormalFireFX\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor BurnedDamage2 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 DamageThing(5)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"NormalFireFX\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"NormalFireFX\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 A_SpawnItemEx(\"NormalFireFX\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor ImNotBurnedNow : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_TakeInventory(\"PowerBurnedAttackStat\",1)\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nstop\n}\n}\n\nactor SnipedSafetyController\n{\n-SOLID\n+NOGRAVITY\n+NOTARGETSWITCH\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PowerSnipedProtection\",1)\nTNT1 A 5\nTNT1 A 0 A_TakeFromTarget(\"PowerSnipedProtection\",1)\nstop\n}\n}\n\nactor IveBeenFreed : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\nTNT1 A 0 A_TakeInventory(\"PowerBurnedAttackStat\",1)\nstop\n}\n}\n\nactor IveBeenParalyzed\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"PowerElecVision\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_Jump(160,4)\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nTNT1 A 0\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"ImNotParalyzedNow\",1)\nstop\n}\n}\n\nactor ImNotParalyzedNow : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_TakeInventory(\"PowerElecVision\",999)\nstop\n}\n}\n\nactor ZappyZap\n{\n-SOLID\n+NOGRAVITY\n+NOTARGETSWITCH\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"IveBeenZapped\",1)\nTNT1 A 1\nTNT1 A 0 A_GiveToTarget(\"IveBeenFreed\",1)\nstop\n}\n}\n\nactor IveBeenZapped : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,1,4)\nTNT1 A 0 A_Stop\nstop\n}\n}\n\nactor DontRipSafetyController\n{\n-SOLID\n+NOGRAVITY\n+NOTARGETSWITCH\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"NoRipItem\",1)\nTNT1 A 1\nTNT1 A 0 A_GiveToTarget(\"YesRipItem\",1)\nstop\n}\n}\n\nactor NoRipItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor YesRipItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"DONTRIP\",0)\nstop\n}\n}\n\nactor PowerElecVision : PowerSpeed\n{\nPowerup.Duration 350\nPowerup.Color Yellow, 0.5\nSpeed 0.7\n}\n\nactor PowerBurnedAttackStat : PowerDamage\n{\nPowerup.Duration 700\nDamagefactor \"Normal\", 0.5\nPowerup.Color Red, 0.5\n}\n\nactor PowerSnipedProtection : PowerProtection\n{\nPowerup.Duration 7\ndamagefactor \"ATBSemiAuto\", 0.0\ndamagefactor \"ATBSniper\", 0.0\n}\n\nActor Sm4shRedLightning : LightningStartFX1\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nS4RL AB 2\nStop\n}\n}\n\nactor NormalFireFX\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nscale 2.0\nstates\n{\nSpawn:\nLFLM I 0\nLFLM IJKLO 1 A_FadeOut(0.12)\nstop\n}\n}\n\nActor UninstallFX\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nscale 2.0\nstates\n{\nSpawn:\nUNIS A 0\nUNIS A 0 A_PlaySoundEx(\"misc/mm3explosion\",\"Voice\")\nUNIS ABCD 2\nstop\n}\n}\n\nACTOR TooSoonFlagX : Powerup\n{\nPowerup.Duration 262\n}\n\nactor FlightDisableFlag : Inventory {inventory.maxamount 1}\nactor YesFlightFlag : Inventory {inventory.maxamount 1}\nActor AlreadyDesperated : Inventory {Inventory.MaxAmount 1}\n\nactor PowerSlightSpeedReduction : PowerSpeed\n{\nPowerup.Duration 7\nSpeed 0.5\n}\n\nactor PowerCounterDoubleDamage : PowerDamage\n{\nPowerup.Duration 3\ndamagefactor \"Normal\", 2.0\n}\n\nactor PowerCounterDoubleDamage2 : PowerDamage //For Flash's Beamos weapon\n{\nPowerup.Duration 105\ndamagefactor \"Normal\", 2.0\n}\n\nactor ZapFlag : Inventory {inventory.amount 1 inventory.maxamount 999 +INVENTORY.IGNORESKILL}\nactor ShockFX2 : ShockFX {States{Spawn:SPAS FG 2\nstop}}\n\nActor DialgaTeleport : ArtiTeleport\n{\n+AUTOACTIVATE\nInventory.MaxAmount 1\nstates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 1\nStop\n}\n}\n\nActor RockSlideRock1\n{\nPROJECTILE\n-NOGRAVITY\n-SKYEXPLODE\n+CLIENTSIDEONLY\nDamage (0)\nRadius 7\nHeight 14\nscale 4.5\nStates\n{\nSpawn:\nRSRK A 1\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"RockSlideRockFX1\",0,0,0,random(-10,10),random(-10,10),random(1,10))\nTNT1 A 0 A_SpawnItemEx(\"RockSlideRockFX1\",0,0,0,random(-10,10),random(-10,10),random(1,10))\nTNT1 A 1 A_SpawnItemEx(\"RockSlideRockFX1\",0,0,0,random(-10,10),random(-10,10),random(1,10))\nStop\n}\n}\n\nActor RockSlideRockFX1 : LightningStartFX1\n{\n+CLIENTSIDEONLY\nScale 1.5\nStates\n{\nSpawn:\nRSRK A 2\nRSRK A 1\nstop\n}\n}\n\nActor JakeZKFlag : Inventory {Inventory.MaxAmount 1}\nActor IAlreadyHaveWeapons : Inventory {Inventory.MaxAmount 1}\n\nActor PowerASwordSlow : PowerSpeed\n{\npowerup.duration -5\npowerup.color blue 0.15\nspeed 0.5\n}\n\nActor PowerFreezeSlow : PowerASwordSlow{speed 0.50 powerup.duration -3}\n\nActor PowerDPulseProtect : PowerProtection\n{\npowerup.duration 35\nDamagefactor \"DarkPulse\", 0.8\nDamagefactor \"DarkType\", 0.8\n}\n\nActor PowerFreezemanImmunity : PowerProtection //This should make anyone who used Freezeman recently immune to slow effects from him\n{\npowerup.duration -30\nDamagefactor \"BNFreezeman\", 0.35\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Dimpsy.txt",
"contents": "actor Dimpsy : SecretPowerFightersBase\n{\nplayer.displayname \"Dimpsy\"\nplayer.soundclass \"Dimpsy\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.8, 0.8\nplayer.jumpz 11\nplayer.startitem \"DrillArm\"\nplayer.startitem \"DrillAmmo\", 100\nplayer.startitem \"DrillAmmo2\", 100\nplayer.startitem \"SEGAPower\"\nplayer.startitem \"SEGAAmmo\", 100\nplayer.startitem \"SEGAAmmo2\", 100\nplayer.startitem \"KiBlast\"\nplayer.startitem \"GokuAmmo\", 100\nplayer.startitem \"CanUseItems\"\nplayer.colorrange 0 0\nDamageFactor \"Normal\", 1.1 //I changed to 1.1 because this guy is a jumping bean ~Zomo\nmass 9999\nscale 2.5\nStates\n{\nSpawn:\nDMBT A 1\nDMBT A 1 A_JumpIf(z-floorz>0,\"JumpCheck\")\nGoTo Spawn\nSee:\nDMBT BCDE 5 A_JumpIf(z-floorz>0,\"JumpCheck\")\nGoTo Spawn\nMissile:\nDMBT F 5\nDMBT G 4\nGoTo Spawn\nJumpCheck:\nDMBT A 1 A_JumpIf(momz==0,\"Spawn\")\ngoto Jump\nJump:\nPUNK X 0 A_PlaySoundEx(\"weapon/sonicspin\",\"SoundSlot2\")\nPUNK X 0 A_SpawnItemEx(\"SpinJump\",0,0,9)\nPUNK X 0 A_JumpIf(momz<0, \"Jump2\")\nPUNK XY 2 A_JumpIf(momz==0, \"Spawn\")\ngoto Jump+1\nJump2:\nPUNK X 0 A_SpawnItemEx(\"SpinJump\",0,0,9)\nPUNK XY 2 A_JumpIf(momz==0, \"Spawn\")\ngoto Jump2\nPain.RNGHammer8:\nICWL F 0 A_Stop\nICWL F 0 SetPlayerProperty(0,1,4)\nICWL FK 10 ThrustThingZ(0,40,0,0)\nICWL F 0 SetPlayerProperty(0,0,4)\nGoTo Pain+1\nPain.WeedShield1:\nDMBT H 0 A_GiveInventory(\"WeedShieldProtection\",1)\nDMBT H 0 SetPlayerProperty(0,1,4)\nDMBT H 0 ThrustThing(Random(0,360),40,1,0)\nDMBT H 0 SetPlayerProperty(0,0,4)\ngoto Pain+1\nPain.LightningKnee:\nDMBT H 0 A_GiveInventory(\"KneeProtection\",1)\nDMBT HHH 1 A_Stop\nDMBT H 0 A_Recoil(40)\ngoto Pain+1\nPain.NuclearTackle:\nDMBT H 0\nDMBT HHHHHHHHHHHHHHH 1 A_Stop\ngoto Pain+1\nPain.BNElectric: //Hi, friendly PSA for file manager to update this painstate on ALL classes ASAP.\nDMBT H 0 A_GiveInventory(\"IveBeenZapped\",1)\nDMBT H 0 A_JumpIfInventory(\"ZapFlag\",14,\"NotStunnedER\")\nDMBT H 5 A_SpawnItemEx(\"ShockFX2\",random(-18,18),random(-18,18),random(12,36))\nDMBT H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNElectric+1\nNotStunnedER:\nDMBT H 0 A_TakeInventory(\"ZapFlag\",999)\nDMBT H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNWood:\nDMBT H 0\nDMBT H 1 A_ScaleVelocity(0.65)\ngoto Pain+1\nPain.IceToy:\nDMBT H 0 A_Stop\nDMBT H 0 A_Recoil(10)\nDMBT H 0 ThrustThingZ(0,35,0,0)\nGoTo Pain+1\nPain.ToySurf:\nDMBT H 0 SetPlayerProperty(0,1,4)\nDMBT H 0 A_Recoil(3)\nDMBT HHH 1 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"SurfPit\")\nGoTo Pain+1\nPain.Michael:\nDMBT H 1 A_SetAngle(angle-30.0)\nDMBT H 1 A_SetAngle(angle-30.0)\nDMBT H 1 A_SetAngle(angle-30.0)\nGoto Pain+1\nPain.BNFBomb:\nDMBT H 0 A_GiveInventory(\"BrightBlind\",105)\nDMBT H 0 ACS_ExecuteAlways(249,0)\nDMBT H 0 A_GiveInventory(\"IveBeenZapped\",1)\nDMBT H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFB\")\nDMBT H 1 A_Stop\nDMBT H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFBomb+3\nNotStunnedFB:\nDMBT H 0 A_TakeInventory(\"ZapFlag\",999)\nDMBT H 0 A_TakeInventory(\"BrightBlind\",999)\nDMBT H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNFlashman:\nDMBT H 0 A_TakeInventory(\"PowerInvisArmor\",999)\nDMBT H 0 A_GiveInventory(\"InvisTakerS\",1)\nDMBT H 0 A_GiveInventory(\"IveBeenZapped\",1)\nDMBT H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFMan\")\nDMBT H 1 A_Stop\nDMBT H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFlashman+3\nNotStunnedFMan:\nDMBT H 0 A_TakeInventory(\"ZapFlag\",999)\nDMBT H 0 A_TakeInventory(\"BrightBlind\",999)\nDMBT H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNESword: //suggest modifying it sometime\nDMBT H 0 SetPlayerProperty(0,1,4)\nDMBT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\nDMBT H 0 SetPlayerProperty(0,0,4)\nDMBT H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.Taco:\nDMBT H 0\nDMBT H 0 A_ScaleVelocity(0.75)\nGoTo Pain+1\nPain.Saturn:\nDMBT H 0\nDMBT H 1 A_PlaySoundEx(\"weapon/segahard\",\"Saturn\")\nGoTo Pain+1\nPain.WilyIce:\n//DMBT H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nDMBT H 0 SetPlayerProperty(0,1,4)\nDMBT H 0 A_SpawnItemEx(\"ImFrozen\")\nDMBT H 0 A_GiveInventory(\"IceVision\",1)\nDMBT H 30 A_Stop\n//DMBT H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nDMBT H 0 SetPlayerProperty(0,0,0)\nDMBT H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn\nPain:\nDMBT H 0\nDMBT H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nDMBT H 0 A_Pain\nDMBT H 0 //A_GiveInventory(\"TempInvince\",1)\nDMBT H 0 //SetPlayerProperty(0, 1, 4)\nDMBT H 0 A_Jump(256, \"PainFix\")\ngoto PainFix\nPainFix:\nDMBT H 0\ngoto PainFrames\nPainFrames:\nDMBT H 0 SetPlayerProperty(0,0,4)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 1 A_SpawnItem(\"PainFX\",0,3)\nDMBT H 1 //A_Recoil(1)\nDMBT H 0 SetPlayerProperty(0,0,1)\nDMBT H 0 A_Jump(256, \"Spawn\")\nGoto Spawn\nDeath.Beam:\nDeath.Instagib:\nDeath.InstaRocket:\nDMBT H 1 SetPlayerProperty(0,0,4)\nDMBT H 0 A_GiveToTarget(\"KilledMe\",1)\nDMBT H 0 A_PlayerScream\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nDMBT H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nDMBT H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nDMBT H 0\nGoTo Disappear\nDeath:\nDMBT H 1 A_Jump(256,\"Smash\",\"Sword\")\nGoto Smash\nSmash:\nDMBT H 0 SetPlayerProperty(0,0,4)\nDMBT H 0 A_TakeInventory(\"WeaponCharge\",999)\nDMBT H 0 A_NoBlocking\nDMBT H 0 A_GiveInventory(\"CutterFlag\",999)\nDMBT H 1 A_GiveToTarget(\"KilledMe\",1)\nDMBT H 19 ACS_ExecuteAlways(999,0,0)\nDMBT H 0 SetPlayerProperty(0,0,4)\nDMBT H 0 A_PlaySoundEx(\"sfx/death2\",\"Weapon\")\nDMPS ABCDEFABCDEF 2\nMMFX BCDE 2\nPLAY Z 1 A_CheckPlayerDone\nwait\nSword:\nDMBT H 0 SetPlayerProperty(0,0,4)\nDMBT H 0 A_TakeInventory(\"WeaponCharge\",999)\nDMBT H 0 A_NoBlocking\nDMBT H 0 A_GiveInventory(\"CutterFlag\",999)\nDMBT H 1 A_GiveToTarget(\"KilledMe\",1)\nDMBT H 19 ACS_ExecuteAlways(999,0,0)\nDMBT H 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_PlaySoundEx(\"weapon/swordartdead\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SAODeathSpawner\",0,0,1)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nDMBT H 1 A_Jump(256,\"Smash2\",\"Sword2\")\nGoto Smash2\nSmash2:\nDMBT Z 0 SetPlayerProperty(0, 0, 4)\nDMBT Z 0 A_TakeInventory(\"WeaponCharge\",999)\nDMBT Z 0 A_NoBlocking\nDMBT Z 0 A_GiveInventory(\"CutterFlag\",999)\nDMBT H 0 A_PlaySoundEx(\"sfx/death2\",\"Weapon\")\nDMPS ABCDEFABCDEF 2\nDMBT Z 35\nDMBT ZZZZZ 0\nDMBT Z 1 A_Stop\nDMBT Z 1 ACS_ExecuteAlways(999,0,0)\nDMBT Z 1 A_CheckPlayerDone\nwait\nSword2:\nDMBT Z 0 SetPlayerProperty(0, 0, 4)\nDMBT Z 0 A_TakeInventory(\"WeaponCharge\",999)\nDMBT Z 0 A_NoBlocking\nDMBT Z 0 A_GiveInventory(\"CutterFlag\",999)\nTNT1 A 0 A_PlaySoundEx(\"weapon/swordartdead\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SAODeathSpawner\",0,0,1)\nDMBT Z 35\nDMBT ZZZZZ 0\nDMBT Z 1 A_Stop\nDMBT Z 1 ACS_ExecuteAlways(999,0,0)\nDMBT Z 1 A_CheckPlayerDone\nwait\nEnkerRaise:\nDMBT Y 1\nloop\nEnkerAbsorb:\nDMBT Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nDMBT Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nDMBT Y 3 ACS_ExecuteAlways(998,0,65)\nDMBT Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nDMBT Y 3 ACS_ExecuteAlways(998,0,66)\nDMBT Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\n}\n}\n\nactor SAODeathSpawner\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n+FORCEXYBILLBOARD\n-SOLID\nscale 2.5\nheight 1\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing1\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing2\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 0 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nTNT1 A 1 A_SpawnItemEx(\"SAODeathThing3\",0,0,0,random(-8,8),random(-8,8),random(-8,8))\nstop\n}\n}\n\nactor SAODeathThing1 : SAODeathSpawner\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Jump(256,\"FXOne\",\"FXTwo\",\"FXThree\")\ngoto FXOne\nFXOne:\nSAOD AB 2\nSAOD A 0 A_Countdown\nloop\nFXTwo:\nSAOD ACDE 2\nSAOD A 0 A_Countdown\nloop\nFXThree:\nSAOD FHIJ 2\nSAOD A 0 A_Countdown\nloop\n}\n}\n\nActor SAODeathThing2 : SAODeathThing1\n{\nscale 1\n}\n\nActor SAODeathThing3 : SAODeathThing1\n{\nscale 3.5\n}\n\nactor SpinJump\n{\nPROJECTILE\nscale 2.5\ndamagetype \"TopSpin\"\nObituary \"%o was stomped on like a stupid Goomba by %k, ouch!\"\nSpeed 0\n+DONTBLAST\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_Explode(25,91,0)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Zomo.txt",
"contents": "Actor Zomo.EXE : SecretPowerFightersBase //TO-DO: HUD Display for \"style changes\", ACS to deal with giving battlechips better\n{\nHealth 1000\nPlayer.MaxHealth 1000\nPlayer.DisplayName \"Zomo.EXE\"\nPlayer.SoundClass \"ZOMOO\"\nPLAYER.STARTITEM \"CanUseItems\"\nPlayer.StartItem \"ZomoBNWep\"\nPlayer.StartItem \"ZomoBNWepF\"\nPlayer.StartItem \"ZomoBNWepA\"\nPlayer.StartItem \"ZomoBNWepE\"\nPlayer.StartItem \"ZomoBNWepW\"\nPlayer.StartItem \"IsZomo\", 1\nDamagefactor \"Lava\", 20.0\nDamagefactor \"Falling\", 20.0\nDamagefactor \"Slime\", 20.0\nDamagefactor \"Water\", 20.0\nPlayer.ForwardMove 0.9, 0.9\nPlayer.SideMove 1.0, 1.0\nPlayer.JumpZ 12\nDamagefactor \"Normal\", 1.15\nStates\n{\nSpawn:\nTNT1 A 0\nZOMO B 1\nZOMO A 1\nZOMO A 0 A_JumpIfInventory(\"PowerTotalDefense\",1,\"DSpawn\")\nGoTo Spawn+2\nDSpawn:\nZOMO A 1 A_SpawnItemEx(\"InvulFX\",random(-64,64),random(-64,64),8,momx,momy,20,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM)\ngoto Spawn+2\nSee:\nZOMO B 1 A_JumpIfInventory(\"PowerTotalDefense\",1,\"DSee\")\nZOMO BCDE 5\nGoTo Spawn+2\nDSee:\nZOMO BCDE 5 A_SpawnItemEx(\"InvulFX\",random(-64,64),random(-64,64),8,momx,momy,25,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM)\ngoto Spawn+2\nMissile:\nZOMO F 5\nZOMO G 4\nGoTo Spawn+2\nPain.MultiPunch:\nPain.BurningShot:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_ScaleVelocity(0.85)\nGoTo Pain+1\nPain.BNWood:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 1 A_ScaleVelocity(0.65)\ngoto Pain+1\nPain.BNWood2:\nPain.BNWood3:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_Recoil(15)\nZOMO H 0 A_ScaleVelocity(0.5)\ngoto Pain+1\nPain.BNWoodTower:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0\ngoto Pain+1\nPain.DarkPulse:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_GiveInventory(\"PowerDPulseProtect\",1)\ngoto Pain+1\nPain.BNFire:\nPain.BusterB:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0\ngoto Pain+1\nPain.BNAqua:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_Recoil(2)\ngoto Pain+1\nPain.BNAqua2:\nPain.BNAqua3:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_GiveInventory(\"PowerASwordSlow\",1)\ngoto Pain+1\nPain.BNFreezeman:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_JumpIfInventory(\"PowerFreezemanImmunity\",1,\"Pain\")\nZOMO H 0 A_GiveInventory(\"PowerFreezeSlow\",1)\ngoto Pain+1\nPain.BNElectric:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_GiveInventory(\"IveBeenZapped\",1)\nZOMO H 0 A_JumpIfInventory(\"ZapFlag\",14,\"NotStunnedER\")\nZOMO H 5 A_SpawnItemEx(\"ShockFX2\",random(-12,12),random(-12,12),random(0,12))\nZOMO H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNElectric+2\nNotStunnedER:\nZOMO H 0 A_TakeInventory(\"ZapFlag\",999)\nZOMO H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNFBomb:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_GiveInventory(\"BrightBlind\",105)\nZOMO H 0 ACS_ExecuteAlways(249,0)\nZOMO H 0 A_GiveInventory(\"IveBeenZapped\",1)\nZOMO H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFB\")\nZOMO H 1 A_Stop\nZOMO H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFBomb+4\nNotStunnedFB:\nZOMO H 0 A_TakeInventory(\"ZapFlag\",999)\nZOMO H 0 A_TakeInventory(\"BrightBlind\",999)\nZOMO H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNFlashman:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_TakeInventory(\"PowerInvisArmor\",999)\nZOMO H 0 A_GiveInventory(\"InvisTakerS\",1)\nZOMO H 0 A_GiveInventory(\"IveBeenZapped\",1)\nZOMO H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFMan\")\nZOMO H 1 A_Stop\nZOMO H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFlashman+4\nNotStunnedFMan:\nZOMO H 0 A_TakeInventory(\"ZapFlag\",999)\nZOMO H 0 A_TakeInventory(\"BrightBlind\",999)\nZOMO H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNESword:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 SetPlayerProperty(0,1,4)\nZOMO HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\nZOMO H 0 SetPlayerProperty(0,0,4)\nZOMO H 0 A_GiveInventory(\"IveBeenFreed\",1)\ngoto Pain+1\nPain.Swift:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0\ngoto Pain+1\nPain.RNGHammer8:\nZOMO A 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nICWL F 0 A_Stop\nICWL F 0 SetPlayerProperty(0,1,4)\nICWL FK 10 ThrustThingZ(0,40,0,0)\nICWL F 0 SetPlayerProperty(0,0,4)\nGoTo Pain+1\nPain.Taco:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 1 A_ScaleVelocity(0.75)\nGoTo Pain+1\nPain.Saturn:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 1 A_PlaySoundEx(\"weapon/segahard\",\"Saturn\")\nGoTo Pain+1\nPain.BNUninstall:\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\")\nZOMO H 0 A_SpawnItemEx(\"UninstallFX\",0,0,24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nZOMO H 0 A_TakeInventory(\"PowerInvisArmor\",999)\nZOMO H 0 A_TakeInventory(\"PowerFullSynchro\",999)\nZOMO H 0 A_TakeInventory(\"PowerTotalDefense\",999)\nZOMO H 0 A_TakeInventory(\"PowerAttackPlus\",999)\nZOMO H 0 A_TakeInventory(\"FastGaugeFlag\",999) //To cut off anyone with FastGauge effects\nZOMO H 0 A_GiveInventory(\"FastCancelFlag\",1) //To cut off anyone with FastGauge effects\nZOMO H 0 A_TakeInventory(\"YesFlightFlag\",999)\ngoto Pain+1\nPain.WeedShield1:\nZOMO H 0 A_GiveInventory(\"WeedShieldProtection\",1)\nZOMO H 0 SetPlayerProperty(0,1,4)\nZOMO H 0 ThrustThing(Random(0,360),40,1,0)\nZOMO H 0 SetPlayerProperty(0,0,4)\ngoto Pain+1\nPain.LightningKnee:\nZOMO H 0 A_GiveInventory(\"KneeProtection\",1)\nZOMO HHH 1 A_Stop\nZOMO H 0 A_Recoil(40)\ngoto Pain+1\nPain.NuclearTackle:\nZOMO H 0\nZOMO HHHHHHHHHHHHHHH 1 A_Stop\ngoto Pain+1\nPain.IceToy:\nZOMO H 0 A_Stop\nZOMO H 0 A_Recoil(10)\nZOMO H 0 ThrustThingZ(0,35,0,0)\nGoTo Pain+1\nPain.ToySurf:\nZOMO H 0 SetPlayerProperty(0,1,4)\nZOMO H 0 A_Recoil(3)\nZOMO HHH 1 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"SurfPit\")\nGoTo Pain+1\nPain.Michael:\nZOMO H 1 A_SetAngle(angle-30.0)\nZOMO H 1 A_SetAngle(angle-30.0)\nZOMO H 1 A_SetAngle(angle-30.0)\nGoto Pain+1\nPain.WilyIce:\nZOMO H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nZOMO H 0 SetPlayerProperty(0,1,4)\nZOMO H 0 A_SpawnItemEx(\"ImFrozen\")\nZOMO H 0 A_GiveInventory(\"IceVision\",1)\nZOMO H 30 A_Stop\nZOMO H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nZOMO H 0 SetPlayerProperty(0,0,0)\nZOMO H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn+2\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nZOMO H 0 SetPlayerProperty(0,0,16) //Meant as a last resort to cancel trap effects\nZOMO H 1 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Spawn+2\nPain:\nZOMO H 0\nZOMO H 0 A_JumpIfInventory(\"AntiDamageTime\",1,\"AntiDamage\") //The last failsafe in case of non-defined painstates\nZOMO H 0 A_Pain\nZOMO H 0 A_Jump(256,\"PainFix\")\nGoto PainFix\nPainFix:\nZOMO H 0\nGoto PainFrames\nPainFrames:\nZOMO H 0 SetPlayerProperty(0,0,4)\nZOMO HHHH 2 A_SpawnItem(\"PainFX\",0,3)\nZOMO H 0 A_Jump(256,\"Spawn\")\nGoto Spawn+2\nAntiDamage:\nZOMO H 0 ACS_ExecuteAlways(889,0,1)\nZOMO H 0 A_GiveInventory(\"StopAntiDamage\",1)\nZOMO A 0 A_SpawnItemEx(\"AntiDamageController\",48,0,24,0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO A 0 SetPlayerProperty(0,2,5)\nZOMO A 0 A_Stop\nZOMO A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nZOMO A 0 SetPlayerProperty(0,1,4)\nZOMO A 0 A_PlaySoundEx(\"weapon/crackerexplode\",\"SoundSlot7\")\nZOMO A 0 A_SpawnItemEx(\"PoofFX\",random(-24,24),random(-24,24),random(8,24))\nZOMO A 0 A_SpawnItemEx(\"AntiDamageFX\",0,0,4)\nZOMO AAAAAAAAAA 1 ThrustThingZ(0,75,0,0)\nZOMO A 0 A_Stop\nZOMO A 5 A_CustomMissile(\"ADShuriken\",28,0,0,2,0)\nZOMO A 5 A_CustomMissile(\"ADShuriken\",28,0,120,2,0)\nZOMO A 20 A_CustomMissile(\"ADShuriken\",28,0,-120,2,0)\nZOMO A 0 A_GiveInventory(\"InvisTakerS\",1)\nZOMO A 0 A_ChangeFlag(\"NOGRAVITY\",0)\nZOMO A 0 SetPlayerProperty(0,0,4)\nZOMO AAAAA 1 SetPlayerProperty(0,0,5)\ngoto Spawn+2\nDeath.Beam:\nDeath.Instagib:\nDeath.InstaRocket:\nZOMO H 0 SetPlayerProperty(0,0,4)\nZOMO H 0 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 0 A_GiveInventory(\"IsDead\",1)\nZOMO H 1 A_NoBlocking\nZOMO H 0 A_PlaySoundEx(\"death/dodge\",\"Voice\")\nZOMO H 0 A_PlaySoundEx(\"misc/BNDeath2\",\"SoundSlot7\")\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.90, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.80, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.70, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.60, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.50, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.40, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.30, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.20, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.10, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2\ngoto Disappear\nDeath:\nZOMO H 1 A_GiveInventory(\"IsDead\",1)\nZOMO H 0 A_Jump(256,\"Boommmmm\",\"BNDeath1\",\"BNDeath2\")\ngoto Boommmmm\nBoommmmm:\nZOMO H 0 A_Jump(32,\"Boommmmm2\")\nZOMO H 0 A_Stop\nZOMO H 0 A_TakeInventory(\"WeaponCharge\",999)\nZOMO H 0 A_NoBlocking\nZOMO H 0 A_GiveInventory(\"CutterFlag\",999)\nZOMO H 1 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 0 A_SpawnItemEx(\"CountTimer3\",0,0,72,momx,momy,momz,0)\nZOMO H 12 A_PlaySoundEx(\"misc/BombCount\",\"Voice\")\nZOMO H 0 A_SpawnItemEx(\"CountTimer2\",0,0,72,momx,momy,momz,0)\nZOMO H 12 A_PlaySoundEx(\"misc/BombCount\",\"Voice\")\nZOMO H 0 A_SpawnItemEx(\"CountTimer1\",0,0,72,momx,momy,momz,0)\nZOMO H 12 A_PlaySoundEx(\"misc/BombCount\",\"Voice\")\nZOMO H 1 ACS_ExecuteAlways(999,0,0)\nZOMO H 0 A_PlaySoundEx(\"misc/hugequake\",\"Voice\")\nZOMO H 0 Radius_Quake(6,55,0,65,0)\nTNT1 AAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"ZomoFinalBlastOfFuckYou\",random(-200,200),random(-200,200),random(5,100),0,0,0,0,SXF_NOCHECKPOSITION)\nGoTo Disappear\nBoommmmm2:\nZOMO H 0 A_SpawnItemEx(\"BombRainWepGiver\",0,0,8,random(-10,10),random(-10,10),random(5,15),0)\nZOMO H 0 A_Stop\nZOMO H 0 A_TakeInventory(\"WeaponCharge\",999)\nZOMO H 0 A_NoBlocking\nZOMO H 0 A_GiveInventory(\"CutterFlag\",999)\nZOMO H 1 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 0 A_SpawnItemEx(\"CountTimer3\",0,0,72,momx,momy,momz,0)\nZOMO H 12 A_PlaySoundEx(\"misc/BombCount\",\"Voice\")\nZOMO H 0 A_SpawnItemEx(\"CountTimer2\",0,0,72,momx,momy,momz,0)\nZOMO H 12 A_PlaySoundEx(\"misc/BombCount\",\"Voice\")\nZOMO H 0 A_SpawnItemEx(\"CountTimer1\",0,0,72,momx,momy,momz,0)\nZOMO H 12 A_PlaySoundEx(\"misc/BombCount\",\"Voice\")\nZOMO H 1 ACS_ExecuteAlways(999,0,0)\nZOMO H 0 A_PlaySoundEx(\"misc/hugequake\",\"Voice\")\nZOMO H 0 Radius_Quake(6,55,0,65,0)\nTNT1 AAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"ZomoFinalBlastOfFuckYou\",random(-200,200),random(-200,200),random(5,100),0,0,0,0,SXF_NOCHECKPOSITION)\nGoTo Disappear\nBNDeath1:\nZOMO H 0 A_Jump(32,\"BNDeath1EX\")\nZOMO H 0 A_Stop\nZOMO H 0 A_TakeInventory(\"WeaponCharge\",999)\nZOMO H 0 A_NoBlocking\nZOMO H 0 A_GiveInventory(\"CutterFlag\",999)\nZOMO H 0 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 5 ACS_ExecuteAlways(999,0,0)\nZOMO H 0 A_PlaySoundEx(\"misc/BNDeath1\",\"SoundSlot7\")\nZOMO HHHH 12 A_SpawnItemEx(\"BNDeathFX\",random(-64,64),random(-64,64),random(1,64),0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 1\ngoto Disappear\nBNDeath1EX:\nZOMO H 0 A_SpawnItemEx(\"BombRainWepGiver\",0,0,8,random(-10,10),random(-10,10),random(5,15),0)\nZOMO H 0 A_Stop\nZOMO H 0 A_TakeInventory(\"WeaponCharge\",999)\nZOMO H 0 A_NoBlocking\nZOMO H 0 A_GiveInventory(\"CutterFlag\",999)\nZOMO H 0 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 5 ACS_ExecuteAlways(999,0,0)\nZOMO H 0 A_PlaySoundEx(\"misc/BNDeath1\",\"SoundSlot7\")\nZOMO HHHH 12 A_SpawnItemEx(\"BNDeathFX\",random(-64,64),random(-64,64),random(1,64),0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 1\ngoto Disappear\nBNDeath2:\nZOMO H 0 A_Jump(32,\"BNDeath2EX\")\nZOMO H 0 A_Stop\nZOMO H 0 A_TakeInventory(\"WeaponCharge\",999)\nZOMO H 0 A_NoBlocking\nZOMO H 0 A_GiveInventory(\"CutterFlag\",999)\nZOMO H 0 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 1 ACS_ExecuteAlways(999,0,0)\nZOMO H 20\nZOMO H 0 A_PlaySoundEx(\"misc/BNDeath2\",\"SoundSlot7\")\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.90, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.80, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.70, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.60, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.50, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.40, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.30, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.20, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.10, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2\ngoto Disappear\nBNDeath2EX:\nZOMO H 0 A_SpawnItemEx(\"BombRainWepGiver\",0,0,8,random(-10,10),random(-10,10),random(5,15),0)\nZOMO H 0 A_Stop\nZOMO H 0 A_TakeInventory(\"WeaponCharge\",999)\nZOMO H 0 A_NoBlocking\nZOMO H 0 A_GiveInventory(\"CutterFlag\",999)\nZOMO H 0 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 1 ACS_ExecuteAlways(999,0,0)\nZOMO H 20\nZOMO H 0 A_PlaySoundEx(\"misc/BNDeath2\",\"SoundSlot7\")\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.90, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.80, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.70, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.60, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.50, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.40, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.30, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.20, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.10, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2\ngoto Disappear\nDeath.Falling:\nDeath.Water:\nDeath.Lava:\nDeath.Slime:\nZOMO H 0 A_Stop\nZOMO H 0 A_TakeInventory(\"WeaponCharge\",999)\nZOMO H 0 A_NoBlocking\nZOMO H 0 A_GiveInventory(\"CutterFlag\",999)\nZOMO H 0 A_GiveToTarget(\"KilledMe\",1)\nZOMO H 0 A_GiveInventory(\"IsDead\",1)\nZOMO H 1 ACS_ExecuteAlways(999,0,0)\nZOMO H 20\nZOMO H 0 A_PlaySoundEx(\"misc/BNDeath2\",\"SoundSlot7\")\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.90, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.80, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.70, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.60, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.50, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.40, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.30, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.20, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2 A_SetTranslucent(0.10, 0)\nZOMO H 0 A_SpawnItemEx(\"LightModeFX\",random(-75,75),random(-75,75),random(-75,75),0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO H 2\ngoto Disappear\n}\n}\n\nActor CountTimer3\n{\n+NOGRAVITY\n-SOLID\n+NOINTERACTION\nscale 3.0\nStates\n{\nSpawn:\nCOUN A 12\nstop\n}\n}\n\nActor CountTimer2 : CountTimer3{States{Spawn:COUN B 12\nstop}}\n\nActor CountTimer1 : CountTimer3\n{\nStates\n{\nSpawn:\nCOUN C 12\nstop\n}\n}\n\nActor ZomoFinalBlastOfFuckYou //lolgrenademan\n{\nPROJECTILE\n-SOLID\n+SKYEXPLODE\n+DONTBLAST\nDamagetype \"Zomo\"\nObituary \"%o is now boom thanks to %k's Final Blast. %o is probably yelling at their computer right now...\"\nHeight 8\nRadius 8\nScale 3.5\nStates\n{\nSpawn:\nNAPA E 0\nNAPA E 1 A_Explode(175,200,0)\nNAPA E 0 A_PlaySoundEx(\"misc/morshu\",\"SoundSlot7\")\nNAPA FGHIJKLMNOPQRS 1\nstop\n}\n}\n\nActor IsZomo : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.IGNORESKILL\n}\n\nActor LeenaSupportSummon : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 3\ninventory.pickupmessage \"\\cvIt's Leena, the Ice Princess and one of your loyal minions!\"\ninventory.icon \"GLACI0\"\nInventory.PickupSound \"item/pokemonget\"\n+INVBAR\nscale 2.0\nstates\n{\nSpawn:\nGLAC I 5\nloop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"SummonLimiter\",1,\"NoGo\")\nTNT1 A 0 A_PlaySoundEx(\"item/refill\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"LeenaAssist\",48,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nTNT1 A 0 A_GiveInventory(\"SummonLimiter\",1)\nTNT1 A 0 A_GiveInventory(\"GlaceonProtection\",1)\nstop\nNoGo:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"misc/clnbell\",\"Voice\")\nfail\n}\n}\n\nActor NotElementmanMiniToySummon : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 3\ninventory.pickupmessage \"\\cvIt's you, but in midget form!\"\ninventory.icon \"ZOMOI0\"\nInventory.PickupSound \"item/1up\"\n+INVBAR\nscale 2.0\nstates\n{\nSpawn:\nZOMO I 5\nloop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"SummonLimiterZ\",1,\"NoGo\")\nTNT1 A 0 A_PlaySoundEx(\"item/refill\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"NotElementmanMiniToy\",48,0,24,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\nTNT1 A 0 A_GiveInventory(\"SummonLimiterZ\",1)\n//TNT1 A 0 A_GiveInventory(\"MiniToyProtection\",1)\nstop\nNoGo:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"misc/clnbell\",\"Voice\")\nfail\n}\n}\n\nActor GlaceonProtection : PowerUpGiver\n{\n+COUNTITEM\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\ninventory.maxamount 1\npowerup.type \"PowerGlaceonProtect\"\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nActor PowerGlaceonProtect : PowerProtection\n{\npowerup.duration -60\nDamagefactor \"GlaceonIceBody\", 0.35\nDamagefactor \"GlaceonIS\", 0.35\nDamagefactor \"GlaceonHail\", 0.35\nDamagefactor \"GlaceonIF\", 0.35\nDamagefactor \"GlaceonID\", 0.35\n}\n\nactor PoofFX\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\nScale 2.0\nSpeed 0\nRadius 1\nHeight 1\nStates\n{\nSpawn:\nPOOF A 0\nPOOF AB 2 A_Fadeout(0.12)\nloop\n}\n}\n\nactor AntiDamageFX\n{\n+CLIENTSIDEONLY\n-SOLID\n-NOGRAVITY\nScale 2.5\nSpeed 0\nRadius 10\nHeight 10\nStates\n{\nSpawn:\nZDOL A 0\nZDOL A 35\ngoto Death\nDeath:\nZDOL A 2 A_Fadeout(0.1)\nloop\n}\n}\n\nactor InvulFX\n{\nTranslation \"220:223=110:110\", \"209:215=105:105\"\n+NOINTERACTION\n+CLIENTSIDEONLY\nRadius 4\nHeight 4\n+NOGRAVITY\nScale 2.5\nrenderstyle \"Translucent\"\nalpha 0.9\n-SOLID\nStates\n{\nSpawn:\nKIRC ABCD 2 A_FadeOut(0.08)\nstop\n}\n}\n\nActor NotElementmanMiniToy\n{\nMONSTER\n+FRIENDLY\n+NODROPOFF\n+LOOKALLAROUND\n+NOBLOCKMONST\n+MISSILEMORE\n+DONTHARMSPECIES\n+THRUSPECIES\n+CANTSEEK\nSpecies \"Elementman\"\nHealth 1000\nPainchance 64\nSpeed 8\nRadius 20\nHeight 32\nMass 9999\nMeleeRange 64\nMaxStepHeight 32\nMaxDropOffHeight 48\nObituary \"%o found out why they should never mess with a midget.\"\nPainSound \"misc/devilpain\"\nScale 1.75\nMaxTargetRange 768\nStates\n{\nSpawn:\nZOMO A 0\nZOMO A 0 A_GiveInventory(\"EMTNormalFlag\",1)\nZOMO A 2 A_Look\ngoto Spawn+2\nSee:\nZOMO B 0 A_JumpIfInventory(\"ExistCount\",100,\"Death2\")\nZOMO B 0 A_JumpIfInventory(\"KnightFlag\",3,\"ElementSwitch\")\nZOMO BBCCDDEE 1 A_Chase\nZOMO B 0 A_GiveInventory(\"ExistCount\",1)\nloop\nMissile:\nZOMO A 0 A_Jump(160,\"See\")\nZOMO A 0 A_JumpIfInventory(\"EMTNormalFlag\",1,\"AttackNormal\")\nZOMO A 0 A_JumpIfInventory(\"EMTFireFlag\",1,\"AttackFire\")\nZOMO A 0 A_JumpIfInventory(\"EMTIceFlag\",1,\"AttackIce\")\nZOMO A 0 A_JumpIfInventory(\"EMTElecFlag\",1,\"AttackElec\")\nZOMO A 0 A_JumpIfInventory(\"EMTWoodFlag\",1,\"AttackWood\")\ngoto AttackNormal\nAttackNormal:\nZOMO F 0 A_FaceTarget\nZOMO F 25 A_CustomMissile(\"ElementalTornado\",18,0,0,0,0)\nZOMO F 0 A_FaceTarget\nZOMO F 25 A_CustomMissile(\"ElementalTornado\",18,0,0,0,0)\nZOMO F 0 A_GiveInventory(\"KnightFlag\",1)\ngoto See\nAttackFire:\nZOMO F 0 A_FaceTarget\nZOMO F 70 A_CustomMissile(\"ElementalMeteorSpawner\",18,0,0,0,0)\nZOMO F 0 A_GiveInventory(\"KnightFlag\",1)\ngoto See\nAttackIce:\nZOMO F 0 A_JumpIfCloser(64,\"IceMelee\")\nZOMO F 5 A_FaceTarget\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,0,0,0)\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,6,0,0)\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,12,0,0)\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,6,0,0)\nZOMO F 0 A_FaceTarget\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,0,0,0)\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,-6,0,0)\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,-12,0,0)\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,-6,0,0)\nZOMO F 0 A_FaceTarget\nZOMO F 5 A_CustomMissile(\"ElementalIceSpray\",18,0,0,0,0)\nZOMO F 20 A_GiveInventory(\"KnightFlag\",1)\ngoto See\nIceMelee:\nZOMO F 0 A_SpawnItemEx(\"IceBlastFX\",0,0,18)\nZOMO FFFFFFFFFF 1 A_FaceTarget\nZOMO F 25 A_CustomMissile(\"ElementalIceBlast\",18,0,0,0,0)\nZOMO F 0 A_GiveInventory(\"KnightFlag\",1)\ngoto See\nAttackElec:\nZOMO F 0 A_FaceTarget\nZOMO F 70 A_CustomMissile(\"ElementalThunderSpawner\",18,0,0,0,0)\nZOMO F 0 A_GiveInventory(\"KnightFlag\",1)\ngoto See\nAttackWood:\nZOMO F 0 A_FaceTarget\nZOMO F 70 A_CustomMissile(\"ElementalWoodDropper\",18,0,0,0,0)\nZOMO F 0 A_GiveInventory(\"KnightFlag\",1)\ngoto See\nElementSwitch:\nZOMO A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nZOMO A 25 A_SpawnItemEx(\"ElementSwitchFX\",16,random(-16,16),36,0,0,0,0,SXF_NOCHECKPOSITION)\nZOMO A 0 A_JumpIfInventory(\"EMTNormalFlag\",1,\"SwitchNormal\")\nZOMO A 0 A_JumpIfInventory(\"EMTFireFlag\",1,\"SwitchFire\")\nZOMO A 0 A_JumpIfInventory(\"EMTIceFlag\",1,\"SwitchIce\")\nZOMO A 0 A_JumpIfInventory(\"EMTElecFlag\",1,\"SwitchElec\")\nZOMO A 0 A_JumpIfInventory(\"EMTWoodFlag\",1,\"SwitchWood\")\ngoto SwitchNormal\nSwitchNormal:\nZOMO A 0 A_Jump(256,\"FireMode\",\"IceMode\",\"ElecMode\",\"WoodMode\")\ngoto FireMode\nSwitchFire:\nZOMO A 0 A_Jump(256,\"NormalMode\",\"IceMode\",\"ElecMode\",\"WoodMode\")\ngoto IceMode\nSwitchIce:\nZOMO A 0 A_Jump(256,\"FireMode\",\"NormalMode\",\"ElecMode\",\"WoodMode\")\ngoto ElecMode\nSwitchElec:\nZOMO A 0 A_Jump(256,\"FireMode\",\"IceMode\",\"NormalMode\",\"WoodMode\")\ngoto WoodMode\nSwitchWood:\nZOMO A 0 A_Jump(256,\"FireMode\",\"IceMode\",\"ElecMode\",\"NormalMode\")\ngoto NormalMode\nNormalMode:\nZOMO A 0 ACS_ExecuteAlways(991,0,0)\nZOMO A 0 A_PlaySoundEx(\"misc/elementsfx\",\"Voice\")\nZOMO A 0 A_GiveInventory(\"EMTNormalFlag\",1)\nZOMO A 0 A_TakeInventory(\"EMTFireFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTIceFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTElecFlag\",999)\nZOMO A 45 A_TakeInventory(\"EMTWoodFlag\",999)\ngoto SwitchFinish\nFireMode:\nZOMO A 0 ACS_ExecuteAlways(991,0,520)\nZOMO A 0 A_PlaySoundEx(\"misc/elementsfx\",\"Voice\")\nZOMO A 0 A_TakeInventory(\"EMTNormalFlag\",999)\nZOMO A 0 A_GiveInventory(\"EMTFireFlag\",1)\nZOMO A 0 A_TakeInventory(\"EMTIceFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTElecFlag\",999)\nZOMO A 45 A_TakeInventory(\"EMTWoodFlag\",999)\ngoto SwitchFinish\nIceMode:\nZOMO A 0 ACS_ExecuteAlways(991,0,524)\nZOMO A 0 A_PlaySoundEx(\"misc/elementsfx\",\"Voice\")\nZOMO A 0 A_TakeInventory(\"EMTNormalFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTFireFlag\",999)\nZOMO A 0 A_GiveInventory(\"EMTIceFlag\",1)\nZOMO A 0 A_TakeInventory(\"EMTElecFlag\",999)\nZOMO A 45 A_TakeInventory(\"EMTWoodFlag\",999)\ngoto SwitchFinish\nElecMode:\nZOMO A 0 ACS_ExecuteAlways(991,0,528)\nZOMO A 0 A_PlaySoundEx(\"misc/elementsfx\",\"Voice\")\nZOMO A 0 A_TakeInventory(\"EMTNormalFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTFireFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTIceFlag\",999)\nZOMO A 0 A_GiveInventory(\"EMTElecFlag\",1)\nZOMO A 45 A_TakeInventory(\"EMTWoodFlag\",999)\ngoto SwitchFinish\nWoodMode:\nZOMO A 0 ACS_ExecuteAlways(991,0,532)\nZOMO A 0 A_PlaySoundEx(\"misc/elementsfx\",\"Voice\")\nZOMO A 0 A_TakeInventory(\"EMTNormalFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTFireFlag\",1)\nZOMO A 0 A_TakeInventory(\"EMTIceFlag\",999)\nZOMO A 0 A_TakeInventory(\"EMTElecFlag\",999)\nZOMO A 45 A_GiveInventory(\"EMTWoodFlag\",1)\ngoto SwitchFinish\nSwitchFinish:\nZOMO A 0 A_TakeInventory(\"KnightFlag\",999)\nZOMO A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nZOMO A 0 A_ClearTarget\ngoto See\nPain:\nZOMO H 4 A_SpawnItemEx(\"PainFX2\",random(-5,5),random(-5,5),random(0,5),0,0,0,0)\ngoto See\nDeath:\nZOMO H 20 A_NoBlocking\nZOMO H 2 A_SetTranslucent(0.8)\nZOMO H 2 A_SetTranslucent(0.6)\nZOMO H 2 A_SetTranslucent(0.4)\nZOMO H 2 A_SetTranslucent(0.2)\nZOMO H 6 A_SetTranslucent(0.4)\nZOMO H 3 A_SetTranslucent(0.2)\nZOMO H 4 A_SetTranslucent(0.4)\nZOMO H 3 A_SetTranslucent(0.2)\nZOMO H 2 A_SetTranslucent(0.1)\nstop\nDeath2:\nZOMO A 20 A_NoBlocking\nZOMO A 2 A_SetTranslucent(0.9)\nZOMO A 2 A_SetTranslucent(0.8)\nZOMO A 2 A_SetTranslucent(0.7)\nZOMO A 2 A_SetTranslucent(0.6)\nZOMO A 2 A_SetTranslucent(0.5)\nZOMO A 2 A_SetTranslucent(0.4)\nZOMO A 2 A_SetTranslucent(0.3)\nZOMO A 2 A_SetTranslucent(0.2)\nZOMO A 2 A_SetTranslucent(0.1)\nstop\nIdle:\nZOMO A 2\nloop\n}\n}\n\nActor ElementSwitchFX\n{\nPROJECTILE\n-SOLID\n+NOINTERACTION\nDamage(0)\nSpeed 15\nRadius 1\nHeight 1\nScale 1.5\nStates\n{\nSpawn:\nTBOL A 0\nTBOL ACGMEEMGCA 3\nstop\n}\n}\n\nActor ElementalTornado\n{\nPROJECTILE\n+RIPPER\n+FLOORHUGGER\n-NOGRAVITY\n+DONTBLAST\nObituary \"%o flew away with one of mini-Elementman's Tornadoes. Wee.\"\nDamagetype \"WindStorm\"\nDamage(0)\nSpeed 35\nRadius 12\nHeight 72\nScale 2.5\nStates\n{\nSpawn:\nTORN A 0\nTORN A 0 A_PlaySoundEx(\"weapon/BNTornado\",\"Voice\")\nTORN ABC 4 A_Explode(50,96,0,0,32)\ngoto Spawn+2\nDeath:\nTORN ABC 4 A_Fadeout(0.07)\nloop\n}\n}\n\nActor ElementalMeteorSpawner\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\n+SEEKERMISSILE //helps attempt to follow target like it does in BN6\n+LOOKALLAROUND\n+FLOORHUGGER\n-NOGRAVITY\nDamage(0)\nSpeed 8\nRadius 4\nHeight 8\nScale 2.0\nReactiontime 25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 9 A_SpawnItemEx(\"ElementalMeteor\",0,0,300,0,0,-45)\nTNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK,96,12)\nTNT1 A 0 A_Countdown\ngoto Spawn+1\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor ElementalMeteor : AstroCrush\n{\nObituary \"%o -> Elemental Meteor -> Dead.\"\nDamagetype \"BNNormal\"\nDamage(20)\nHeight 12\nRadius 6\nScale 2.0\nReactiontime 20\nStates\n{\nSpawn:\nRSMT A 0\nRSMT A 0 A_PlaySoundEx(\"weapon/BNMeteorSpawn\",\"SoundSlot7\")\nRSMT A 0 A_ChangeVelocity(15,0,momz,CVF_RELATIVE|CVF_REPLACE)\nRSMT AAAAAAAA 1 A_JumpIf(ceilingz-z>12,\"Spawn2\")\nRSMT A 0 A_JumpIf(momz==0,\"Death\")\nRSMT A 0 A_CountDown\nGoto Spawn+3\nSpawn2:\nRSMT A 0 A_ChangeFlag(\"RIPPER\",0)\nRSMT A 0 A_ChangeFlag(\"NOINTERACTION\",0)\nRSMT AAA 3 A_ChangeVelocity(15,0,momz,CVF_RELATIVE|CVF_REPLACE)\nRSMT A 0 A_JumpIf(momz==0,\"Death\")\nRSMT A 0 A_CountDown\nGoto Spawn2+2\nDeath:\nRSEX A 0 A_PlaySoundEx(\"weapon/BNMBombBoom\",\"Weapon\")\nRSEX A 0 A_ChangeFlag(NOGRAVITY,1)\nRSEX A 0 A_Explode(40,100,0,0,25)\nRSEX BCDEF 2\nstop\n}\n}\n\nActor ElementalIceSpray\n{\nPROJECTILE\n+DONTBLAST\nObituary \"Mini-Elementman made a popsicle out of %o.\"\nDamagetype \"ElementIce\"\nDamage(50)\nRadius 14\nHeight 14\nSpeed 40\nScale 2.0\nStates\n{\nSpawn:\nICBM A 0\nICBM ABCD 4 A_SpawnItemEx(\"FreezeCrackerFX\",-8,random(-16,16),random(-8,8))\ngoto Spawn+1\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor IceBlastFX\n{\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\nRenderstyle \"Add\"\nAlpha 0.85\nScale 1.5\nSpeed 0\nRadius 1\nHeight 1\nStates\n{\nSpawn:\nICWL ABC 3\nstop\n}\n}\n\nActor ElementalIceBlast\n{\nPROJECTILE\n+DONTBLAST\n+THRUGHOST\nObituary \"%o felt their life slip away through Mini-Elementman's cold, unforgiving hands.\"\nDamagetype \"IceBlast\"\nDamage(250)\nRadius 14\nHeight 20\nSpeed 55\nScale 2.0\nStates\n{\nSpawn:\nHCNN A 0\nHCNN A 4\ngoto Death\nCrash:\nXDeath:\nTNT1 AAAAA 0 A_SpawnItemEx(\"IceBlastDeathFX\",0,0,0,random(-5,5),random(-5,5),random(1,5))\nstop\nDeath:\nHCNN A 1 A_Fadeout(0.2)\nstop\n}\n}\n\nActor IceBlastDeathFX\n{\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\nScale 1.5\nSpeed 0\nRadius 1\nHeight 1\nStates\n{\nSpawn:\nICEP BCD 2\nstop\n}\n}\n\nActor ElementalThunderSpawner\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\n+SEEKERMISSILE\n+LOOKALLAROUND\n+FLOORHUGGER\n-NOGRAVITY\nDamage(0)\nSpeed 8\nRadius 4\nHeight 8\nScale 2.0\nReactiontime 20\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 25\nTNT1 A 0 A_SpawnItemEx(\"ElementalThunderTracer\",0,0,300,0,0,-60)\nTNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK,96,12)\nTNT1 A 0 A_Countdown\ngoto Spawn+1\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ElementalThunderTracer\n{\nPROJECTILE\n+NOCLIP\n+RIPPER\n+DONTSPLASH\n+DONTBLAST\n+THRUGHOST\nDamage(0)\nSpeed 60\nRadius 16\nHeight 96\nScale 2.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Changeflag(\"NOCLIP\", 0)\nTNT1 A 1 ThrustThingZ(0,100,1,0)\ngoto Spawn+2\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"ElementalThunderBolt\")\nstop\n}\n}\n\nactor ElementalThunderBolt\n{\nPROJECTILE\n+RIPPER\n+NOEXPLODEFLOOR\n+FORCEYBILLBOARD\n+FLOORHUGGER\n+PIERCEARMOR\n+DONTBLAST\n+OLDRADIUSDMG\nDamage (0)\nDamageType \"ElementalBolt\"\nObituary \"Next time, %o will bring a Cell Battery or a Lightning Rod.\"\nheight 32\nradius 16\nscale 2.5\nstates\n{\nSpawn:\nLIBO G 0\nLIBO G 0 A_PlaySoundEx(\"weapon/BNThunderBolt\",\"SoundSlot7\")\nLIBO G 0 Radius_Quake(5,35,0,50,0)\nLIBO G 1 A_SpawnItemEx(\"ElementalBoltExtend\",0,0,355)\nLIBO GGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx(\"EarthShatterFX\",random(-36,36),random(-36,36),8,random(-8,8),random(-8,8),random(1,8))\nLIBO G 0 A_Explode(80,150,0,0,25)\nLIBO HIJK 1\nStop\n}\n}\n\nActor ElementalBoltExtend : LightningBolt\n{\n-FLOORHUGGER\n+CLIENTSIDEONLY\n+NOINTERACTION\nStates\n{\nSpawn:\nLIBO L 0\nLIBO L 0 A_JumpIf(ceilingz-z<= 32,\"Death\")\nLIBO L 0 A_SpawnItemEx(\"ElementalBoltExtend\",0,0,160)\nLIBO LLMN 1\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor EarthShatterFX\n{\nPROJECTILE\n+CLIENTSIDEONLY\n-SOLID\n-NOGRAVITY\n+RIPPER\nDamage(0)\nSpeed 10\nScale 1.5\nRadius 1\nHeight 1\nStates\n{\nSpawn:\nRSRK A 0\nRSRK A 2\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ElementalWoodDropper\n{\nPROJECTILE\n+NOINTERACTION\nheight 1\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"ElementalWoodSpawner\",16,0,0)\nstop\n}\n}\n\nactor ElementalWoodSpawner\n{\nPROJECTILE\n+RIPPER\n-NOGRAVITY\nDamagetype \"BNWoodTower\"\nDamage(0)\nScale 1.5\nReactiontime 15\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 ThrustThingZ(0,250,1,0)\nTNT1 A 2 A_CountDown\nGoto Spawn+2\nCrash:\nDeath:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"ElementalWoodTowerS\",0,0,0,9)\nstop\n}\n}\n\nactor ElementalWoodTowerS\n{\nPROJECTILE\n+RIPPER\n+FLOORHUGGER\n+DONTREFLECT\n+THRUGHOST\n+SEEKERMISSILE\n//+LOOKALLAROUND\nDamagetype \"BNWoodTower\"\nDamage(0)\nSpeed 20\nHeight 50\nRadius 10\nScale 2.0\nReactiontime 35\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 10 A_SpawnItemEx(\"ElementalWoodTower\")\nTNT1 A 0 A_SeekerMissile(45,30,SMF_LOOK,128,15)\nTNT1 A 0 A_Countdown\ngoto Spawn+1\n}\n}\n\nactor ElementalWoodTower\n{\nPROJECTILE\n+THRUGHOST\n+DONTSPLASH\n+DONTBLAST\n+DONTREFLECT\n+THRUGHOST\n+FLOORHUGGER\nScale 3.0\nDamageType \"BNWoodTower\"\nObituary \"Too much wood for %o, in crazy class mod game.\"\nHeight 72\nRadius 42\nDamage(150)\nSpeed 0\nStates\n{\nSpawn:\nWTWR A 0\nWTWR A 0 A_PlaySoundEx(\"weapon/woodtower\",\"SoundSlot7\")\nWTWR ABCD 1\nWTWR E 2\nWTWR DCBA 1\nstop\nDeath:\nTNT1 A 0\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/MegaIV.txt",
"contents": "Actor MegaIV : SecretPowerFightersBase replaces Megaman\n{\nHealth 1000\nPlayer.MaxHealth 1000\nPlayer.DisplayName \"Megaman\"\nPlayer.SoundClass \"Rock\"\nPlayer.JumpZ 11\nPlayer.ForwardMove 0.83, 0.83\nPlayer.SideMove 0.78, 0.78\nplayer.StartItem \"CanUseItems\"\nplayer.StartItem \"CanCopyWeapons\"\nplayer.StartItem \"FourthBuster\"\nPlayer.StartItem \"BusterAmmo\", 3\nplayer.StartItem \"PowerCopyClassScaling\"\nplayer.startitem \"IAmMegaFlag\" 1\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoTo Spawn+2\nSee:\nPLAY BCDE 5\nGoTo Spawn+1\nMissile:\nPLAY F 5\nPLAY G 4\nGoTo Spawn+2\nPain.RNGHammer8:\nICWL F 0 A_Stop\nICWL F 0 SetPlayerProperty(0,1,4)\nICWL FK 10 ThrustThingZ(0,40,0,0)\nICWL F 0 SetPlayerProperty(0,0,4)\nGoTo Pain+1\nPain.WeedShield1:\nPLAY H 0 A_GiveInventory(\"WeedShieldProtection\",1)\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 ThrustThing(Random(0,360),40,1,0)\nPLAY H 0 SetPlayerProperty(0,0,4)\ngoto Pain+1\nPain.LightningKnee:\nPLAY H 0 A_GiveInventory(\"KneeProtection\",1)\nPLAY HHH 1 A_Stop\nPLAY H 0 A_Recoil(40)\ngoto Pain+1\nPain.NuclearTackle:\nPLAY H 0\nPLAY HHHHHHHHHHHHHHH 1 A_Stop\ngoto Pain+1\nPain.BNElectric: //Hi, friendly PSA for file manager to update this painstate on ALL classes ASAP.\nPLAY H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPLAY H 0 A_JumpIfInventory(\"ZapFlag\",14,\"NotStunnedER\")\nPLAY H 5 A_SpawnItemEx(\"ShockFX2\",random(-18,18),random(-18,18),random(12,36))\nPLAY H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNElectric+1\nNotStunnedER:\nPLAY H 0 A_TakeInventory(\"ZapFlag\",999)\nPLAY H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNWood:\nPLAY H 0\nPLAY H 1 A_ScaleVelocity(0.65)\ngoto Pain+1\nPain.IceToy:\nPLAY H 0 A_Stop\nPLAY H 0 A_Recoil(10)\nPLAY H 0 ThrustThingZ(0,35,0,0)\nGoTo Pain+1\nPain.ToySurf:\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_Recoil(3)\nPLAY HHH 1 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"SurfPit\")\nGoTo Pain+1\nPain.Michael:\nPLAY H 1 A_SetAngle(angle-30.0)\nPLAY H 1 A_SetAngle(angle-30.0)\nPLAY H 1 A_SetAngle(angle-30.0)\nGoto Pain+1\nPain.BNFBomb:\nPLAY H 0 A_GiveInventory(\"BrightBlind\",105)\nPLAY H 0 ACS_ExecuteAlways(249,0)\nPLAY H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPLAY H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFB\")\nPLAY H 1 A_Stop\nPLAY H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFBomb+3\nNotStunnedFB:\nPLAY H 0 A_TakeInventory(\"ZapFlag\",999)\nPLAY H 0 A_TakeInventory(\"BrightBlind\",999)\nPLAY H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNFlashman:\nPLAY H 0 A_TakeInventory(\"PowerInvisArmor\",999)\nPLAY H 0 A_GiveInventory(\"InvisTakerS\",1)\nPLAY H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPLAY H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFMan\")\nPLAY H 1 A_Stop\nPLAY H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFlashman+3\nNotStunnedFMan:\nPLAY H 0 A_TakeInventory(\"ZapFlag\",999)\nPLAY H 0 A_TakeInventory(\"BrightBlind\",999)\nPLAY H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNESword: //suggest modifying it sometime\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\nPLAY H 0 SetPlayerProperty(0,0,4)\nPLAY H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.Taco:\nPLAY H 0\nPLAY H 0 A_ScaleVelocity(0.75)\nGoTo Pain+1\nPain.Saturn:\nPLAY H 0\nPLAY H 1 A_PlaySoundEx(\"weapon/segahard\",\"Saturn\")\nGoTo Pain+1\nPain.WilyIce:\n//PLAY H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_SpawnItemEx(\"ImFrozen\")\nPLAY H 0 A_GiveInventory(\"IceVision\",1)\nPLAY H 30 A_Stop\n//PLAY H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nPLAY H 0 SetPlayerProperty(0,0,0)\nPLAY H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn+2\nPain:\nPLAY H 0\nPLAY H 0 A_Pain\nPLAY H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nPLAY H 0\nGoTo PainFrames\nPainFrames:\nPLAY H 0 SetPlayerProperty(0,0,4)\nPLAY H 1 //A_Recoil(1)\nPLAY HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 0 SetPlayerProperty(0,0,1)\nPLAY H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath.Beam:\nDeath.Instagib:\nDeath.InstaRocket:\nPLAY H 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY H 0\nGoTo Disappear\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nPLAY H 0 A_SetTranslucent(0.0, 0)\nPLAY Z 0 SetPlayerProperty(0, 0, 4)\nPLAY Z 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY Z 0 A_NoBlocking\nPLAY Z 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY Z 35\nPLAY ZZZZZ 0 A_SpawnItemEx(\"DeathFX1\",0,0,-32,random(-10,10),random(-10,10),random(1,7))\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nGoTo Disappear\nDisappear:\nPLAY Z 0\nPLAY Z 1 A_CheckPlayerDone\nWait\n}\n}\n\nActor IAmMegaFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Protoman.txt",
"contents": "Actor Protoman : SecretPowerFightersBase\n{\nPlayer.DisplayName \"Protoman\"\nPlayer.SoundClass \"Blues\"\nPlayer.JumpZ 11\nPlayer.ForwardMove 0.8, 0.8\nPlayer.SideMove 0.8, 0.8\nPlayer.StartItem \"CanUseItems\"\nPlayer.StartItem \"PrototoBusterTM\"\nPlayer.StartItem \"BusterAmmo\", 3\nPlayer.StartItem \"NuclearAmmo\"\nplayer.startitem \"IAmProtoFlag\" 1\nDamageFactor \"Normal\", 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nPROM B 1\nPROM A 1 //A_JumpIfInventory(\"ProtoTireAnim\",1,\"ProtoTired\")\nGoTo Spawn+2\nSee:\nPROM BCDE 5\nGoTo Spawn+1\nMissile:\nPROM F 1\nPROM F 0 A_JumpIfInventory(\"ProtoDashAnim\",1,\"ProtoDashing\")\nPROM F 9 A_JumpIfInventory(\"BigBangAnim\",1,\"ProtoBlitz\")\nGoTo Spawn+2\nProtoDashing:\nPROM U 19\nTNT1 A 0 A_TakeInventory(\"ProtoDashAnim\")\ngoto Spawn+2\nProtoBlitz:\nPROM F 32\nPROM N 10\nTNT1 A 0 A_TakeInventory(\"BigBangAnim\")\ngoto Spawn+2\nProtoTired:\nPROM O 1\nGoTo Spawn+2\nPain.RNGHammer8:\nICWL F 0 A_Stop\nICWL F 0 SetPlayerProperty(0,1,4)\nICWL FK 10 ThrustThingZ(0,40,0,0)\nICWL F 0 SetPlayerProperty(0,0,4)\nGoTo Pain+1\nPain.WeedShield1:\nPROM H 0 A_GiveInventory(\"WeedShieldProtection\",1)\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM H 0 ThrustThing(Random(0,360),40,1,0)\nPROM H 0 SetPlayerProperty(0,0,4)\ngoto Pain+1\nPain.LightningKnee:\nPROM H 0 A_GiveInventory(\"KneeProtection\",1)\nPROM HHH 1 A_Stop\nPROM H 0 A_Recoil(40)\ngoto Pain+1\nPain.NuclearTackle:\nPROM H 0\nPROM HHHHHHHHHHHHHHH 1 A_Stop\ngoto Pain+1\nPain.BNElectric: //Hi, friendly PSA for file manager to update this painstate on ALL classes ASAP.\nPROM H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPROM H 0 A_JumpIfInventory(\"ZapFlag\",14,\"NotStunnedER\")\nPROM H 5 A_SpawnItemEx(\"ShockFX2\",random(-18,18),random(-18,18),random(12,36))\nPROM H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNElectric+1\nNotStunnedER:\nPROM H 0 A_TakeInventory(\"ZapFlag\",999)\nPROM H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNWood:\nPROM H 0\nPROM H 1 A_ScaleVelocity(0.65)\ngoto Pain+1\nPain.IceToy:\nPROM H 0 A_Stop\nPROM H 0 A_Recoil(10)\nPROM H 0 ThrustThingZ(0,35,0,0)\nGoTo Pain+1\nPain.ToySurf:\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM H 0 A_Recoil(3)\nPROM HHH 1 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,\"SurfPit\")\nGoTo Pain+1\nPain.Michael:\nPROM H 1 A_SetAngle(angle-30.0)\nPROM H 1 A_SetAngle(angle-30.0)\nPROM H 1 A_SetAngle(angle-30.0)\nGoto Pain+1\nPain.BNFBomb:\nPROM H 0 A_GiveInventory(\"BrightBlind\",105)\nPROM H 0 ACS_ExecuteAlways(249,0)\nPROM H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPROM H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFB\")\nPROM H 1 A_Stop\nPROM H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFBomb+3\nNotStunnedFB:\nPROM H 0 A_TakeInventory(\"ZapFlag\",999)\nPROM H 0 A_TakeInventory(\"BrightBlind\",999)\nPROM H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNFlashman:\nPROM H 0 A_TakeInventory(\"PowerInvisArmor\",999)\nPROM H 0 A_GiveInventory(\"InvisTakerS\",1)\nPROM H 0 A_GiveInventory(\"IveBeenZapped\",1)\nPROM H 0 A_JumpIfInventory(\"ZapFlag\",105,\"NotStunnedFMan\")\nPROM H 1 A_Stop\nPROM H 0 A_GiveInventory(\"ZapFlag\",1)\ngoto Pain.BNFlashman+3\nNotStunnedFMan:\nPROM H 0 A_TakeInventory(\"ZapFlag\",999)\nPROM H 0 A_TakeInventory(\"BrightBlind\",999)\nPROM H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.BNESword: //suggest modifying it sometime\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Stop\nPROM H 0 SetPlayerProperty(0,0,4)\nPROM H 0 A_GiveInventory(\"IveBeenFreed\",1)\nGoto Pain+1\nPain.Taco:\nPROM H 0\nPROM H 0 A_ScaleVelocity(0.75)\nGoTo Pain+1\nPain.Saturn:\nPROM H 0\nPROM H 1 A_PlaySoundEx(\"weapon/segahard\",\"Saturn\")\nGoTo Pain+1\nPain.WilyIce:\n//PROM H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM H 0 A_SpawnItemEx(\"ImFrozen\")\nPROM H 0 A_GiveInventory(\"IceVision\",1)\nPROM H 30 A_Stop\n//PROM H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nPROM H 0 SetPlayerProperty(0,0,0)\nPROM H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn+2\nPain:\nPROM H 0 A_GiveInventory(\"NuclearAmmo\",5)\nPROM H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPROM H 0 A_Pain\nPROM H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nPROM H 0\nGoTo PainFrames\nPainFrames:\nPROM H 0 SetPlayerProperty(0,0,4)\nPROM H 1 A_Recoil(1)\nPROM HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nPROM H 0 SetPlayerProperty(0,0,1)\nPROM H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath.Beam:\nDeath.Instagib:\nDeath.InstaRocket:\nPROM H 1 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_GiveToTarget(\"KilledMe\",1)\nPROM H 0 A_PlayerScream\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM H 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM H 0\nGoTo Disappear\nDeath:\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"WeaponCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 0 A_GiveInventory(\"IsDead\",1)\nPROM H 0 A_Stop\nPROM H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPROM H 1 A_GiveToTarget(\"KilledMe\",1)\nPROM H 0 A_JumpifInventory(\"NuclearAmmo\",100,\"Proto2\")\nPROM H 0 A_JumpifInventory(\"ProtoBuffFlag\",1,\"Proto\")\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_PlayerScream\nPROM H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPROM H 0 A_Jump(256,\"NoUpgrade\",\"NoUpgrade\",\"Upgrade\")\ngoto NoUpgrade\nUpgrade:\nPROM H 0 A_SpawnItemEx(\"ProtoUpgradeDropper\",0,0,0,0)\nPROM Z 1 A_CheckPlayerDone\nGoTo Disappear\nNoUpgrade:\nPROM Z 1 A_CheckPlayerDone\nGoTo Disappear\nProto:\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 Radius_Quake(20,2,0,50,0)\nPROM H 8\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 0 Radius_Quake(20,2,0,50,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 0 Radius_Quake(20,2,0,50,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 0 Radius_Quake(20,2,0,50,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 0 Radius_Quake(20,2,0,50,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 0 Radius_Quake(20,2,0,50,0)\nPROM H 0 A_Jump(256,\"NoUpgrade\",\"NoUpgrade\",\"Upgrade\")\ngoto NoUpgrade\nProto2:\nPROM H 0 A_JumpifInventory(\"ProtoBuffFlag\",1,\"Proto3\")\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 Radius_Quake(40,4,0,100,0)\nPROM H 8\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 0 Radius_Quake(40,4,0,100,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 0 Radius_Quake(40,4,0,100,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 0 Radius_Quake(40,4,0,100,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 0 Radius_Quake(40,4,0,100,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-125,125),random(-125,125),random(-125,125),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 0 Radius_Quake(40,4,0,100,0)\nPROM H 0 A_Jump(256,\"NoUpgrade\",\"NoUpgrade\",\"Upgrade\")\ngoto NoUpgrade\nProto3:\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 Radius_Quake(60,6,0,110,0)\nPROM H 8\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-200,200),random(-200,200),random(-200,200),0,0,0,0)\nPROM H 0 Radius_Quake(60,6,0,110,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-200,200),random(-200,200),random(-200,200),0,0,0,0)\nPROM H 0 Radius_Quake(60,6,0,110,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-200,200),random(-200,200),random(-200,200),0,0,0,0)\nPROM H 0 Radius_Quake(60,6,0,110,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-200,200),random(-200,200),random(-200,200),0,0,0,0)\nPROM H 0 Radius_Quake(60,6,0,110,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-100,100),random(-100,100),random(-100,100),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-150,150),random(-150,150),random(-150,150),0,0,0,0)\nPROM H 4 A_SpawnItemEx(\"ProtoDeath2\",random(-200,200),random(-200,200),random(-200,200),0,0,0,0)\nPROM H 0 Radius_Quake(60,6,0,110,0)\nPROM H 0 A_Jump(256,\"NoUpgrade\",\"NoUpgrade\",\"Upgrade\")\ngoto NoUpgrade\nDeath.Falling:\nPROM H 0 A_SetTranslucent(0.0, 0)\nPROM Z 0 SetPlayerProperty(0, 0, 4)\nPROM Z 0 A_TakeInventory(\"WeaponCharge\",999)\nPROM Z 0 A_NoBlocking\nPROM Z 0 A_GiveInventory(\"CutterFlag\",999)\nPROM Z 35\nPROM ZZZZZ 0 A_SpawnItemEx(\"DeathFX1\",0,0,-32,random(-10,10),random(-10,10),random(1,7))\nPROM Z 1 A_PlayerScream\nPROM Z 1 A_Stop\nPROM Z 1 ACS_ExecuteAlways(999,0,0)\nGoTo Disappear\nDisappear:\nPROM Z 0\nPROM Z 1 A_CheckPlayerDone\nWait\n}\n}\n\nactor ProtoDeath\n{\nPROJECTILE\n+NOTARGETSWITCH\n+RIPPER\nDamage (20)\ndamagetype \"Proto\"\nObituary \"%k isn't dying without taking %o with them. They must be very salty about this now, you want some pepper with all that salt, %o?\"\nHeight 100\nRadius 100\nSpeed 0\nscale 5.0\nStates\n{\nSpawn:\nDeath:\nNAPA A 0 A_Stop\nNAPA A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nNAPA A 0 Radius_Quake(80,10,0,360,0)\nNAPA A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nNAPA A 0 A_Explode(90, 360, 0)\nNAPA FGHIJKLMNOPQRS 2\nstop\n}\n}\n\nactor ProtoDeath2 : ProtoDeath\n{\nPROJECTILE\nDamage (40)\nStates\n{\nSpawn:\nDeath:\nNAPA A 0 A_Stop\nNAPA A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nNAPA A 0 Radius_Quake(80,10,0,360,0)\nNAPA A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nNAPA A 0 A_Explode(180, 360, 0)\nNAPA FGHIJKLMNOPQRS 2\nstop\n}\n}\n\nActor IAmProtoFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.IGNORESKILL\n}"
}
]
},
"maps": []
}