actor DarkMan1_W : BaseMM8BDMWep_CBM
{
tag "$TAGC_5I"
dropitem "DarkShieldWep"
Weapon.AmmoUse 0
Weapon.AmmoGive 14
Obituary "$OB_DARK1BUSTER"
Inventory.Pickupmessage "no"
weapon.ammotype "Darkman1DashAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_05 I 1
loop

Deselect:
DKC1 A 0
goto DeselectSwap
Select:
DKC1 A 0
goto SelectSwap

Ready:
DKC1 A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_DARKMAN1)
DKC1 A 0 A_GunFlash("Flash",1)
goto Ready0
Ready0:
DKC1 A 1 A_WeaponReady
loop

Fire:
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.01+1,"Fire11")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.1+1,"Fire10")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.2+1,"Fire9")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.3+1,"Fire8")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.4+1,"Fire7")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.5+1,"Fire6")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.6+1,"Fire5")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.7+1,"Fire4")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.8+1,"Fire3")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.9+1,"Fire2")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth"),"Fire1")
DKC1 A 0 A_PlaySoundEx("weapon/Dark1Shot","Weapon")
DKC1 A 0 A_GiveInventory("DM1_FireL_P")
DKC1 BC 4
DKC1 C 3
DKC1 D 0 A_PlaySoundEx("weapon/Dark1Shot","Weapon")
DKC1 D 0 A_GiveInventory("DM1_FireR_P")
DKC1 DC 4
DKC1 C 3//22
Goto FireEnd
Fire1:
DKC1 A 0 A_GiveInventory("DM1_FireL1_P")
DKC1 BC 4
DKC1 C 3
DKC1 D 0 A_GiveInventory("DM1_FireR1_P")
DKC1 DC 4
DKC1 C 3//22
Goto FireEnd
Fire2:
DKC1 A 0 A_GiveInventory("DM1_FireL2_P")
DKC1 BC 4
DKC1 C 2
DKC1 D 0 A_GiveInventory("DM1_FireR2_P")
DKC1 DC 4
DKC1 C 3//21
Goto FireEnd
Fire3: 
DKC1 A 0 A_GiveInventory("DM1_FireL3_P")
DKC1 BC 4
DKC1 C 2
DKC1 D 0 A_GiveInventory("DM1_FireR3_P")
DKC1 DC 4
DKC1 C 2//20
Goto FireEnd
Fire4: 
DKC1 A 0 A_GiveInventory("DM1_FireL4_P")
DKC1 BC 4
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_FireR4_P")
DKC1 DC 4
DKC1 C 2//19
Goto FireEnd
Fire5: 
DKC1 A 0 A_GiveInventory("DM1_FireL5_P")
DKC1 BC 4
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_FireR5_P")
DKC1 DC 4
DKC1 C 1//18
Goto FireEnd
Fire6: 
DKC1 A 0 A_GiveInventory("DM1_FireL6_P")
DKC1 BC 4
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_FireR6_P")
DKC1 DC 4
DKC1 C 1//17
Goto FireEnd+2
Fire7: 
DKC1 A 0 A_GiveInventory("DM1_FireL7_P")
DKC1 BC 4
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_FireR7_P")
DKC1 DC 4
DKC1 C 0//16
Goto FireEnd+2
Fire8:
DKC1 A 0 A_GiveInventory("DM1_FireL8_P")
DKC1 BC 3
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_FireR8_P")
DKC1 DC 3
DKC1 C 1//14
Goto FireEnd+2
Fire9:
DKC1 A 0 A_GiveInventory("DM1_FireL9_P")
DKC1 BC 3
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_FireR9_P")
DKC1 DC 3
DKC1 C 1//13
Goto FireEnd+2
Fire10:
DKC1 A 0 A_GiveInventory("DM1_FireL10_P")
DKC1 BC 3
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_FireR10_P")
DKC1 DC 3
DKC1 C 0//12
Goto FireEnd+2
Fire11:
DKC1 A 0 A_GiveInventory("DM1_FireL11_P")
DKC1 BC 2
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_FireR11_P")
DKC1 DC 2
DKC1 C 1//10
Goto FireEnd+2
FireEnd:
DKC1 C 0 A_JumpIfInventory("DM1DashFlag",1,2)
DKC1 C 0 A_GiveInventory("Darkman1DashAmmo",1)
DKC1 C 0 A_JumpIfInventory("DM1DashFlag",1,2)
DKC1 C 0 A_GiveInventory("Darkman1DashAmmo",1)
DKC1 C 0 A_Refire
Goto Ready0

AltFire:
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.01+1,"AFire11")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.1+1,"AFire10")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.2+1,"AFire9")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.3+1,"AFire8")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.4+1,"AFire7")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.5+1,"AFire6")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.6+1,"AFire5")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.7+1,"AFire4")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.8+1,"AFire3")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth")*0.9+1,"AFire2")
DKC1 B 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth"),"AFire1")

DKC1 A 0 A_GiveInventory("DM1_AltL_P")
DKC1 BC 4
DKC1 C 3
DKC1 D 0 A_GiveInventory("DM1_AltR_P")
DKC1 DC 4
DKC1 C 3//22
Goto AFireEnd
AFire1:
DKC1 A 0 A_GiveInventory("DM1_AltL1_P")
DKC1 BC 4
DKC1 C 3
DKC1 D 0 A_GiveInventory("DM1_AltR1_P")
DKC1 DC 4
DKC1 C 3//22
Goto AFireEnd
AFire2:
DKC1 A 0 A_GiveInventory("DM1_AltL2_P")
DKC1 BC 4
DKC1 C 2
DKC1 D 0 A_GiveInventory("DM1_AltR2_P")
DKC1 DC 4
DKC1 C 3//21
Goto AFireEnd
AFire3: 
DKC1 A 0 A_GiveInventory("DM1_AltL3_P")
DKC1 BC 4
DKC1 C 2
DKC1 D 0 A_GiveInventory("DM1_AltR3_P")
DKC1 DC 4
DKC1 C 2//20
Goto AFireEnd
AFire4: 
DKC1 A 0 A_GiveInventory("DM1_AltL4_P")
DKC1 BC 4
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_AltR4_P")
DKC1 DC 4
DKC1 C 2//19
Goto AFireEnd
AFire5: 
DKC1 A 0 A_GiveInventory("DM1_AltL5_P")
DKC1 BC 4
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_AltR5_P")
DKC1 DC 4
DKC1 C 1//18
Goto AFireEnd
AFire6: 
DKC1 A 0 A_GiveInventory("DM1_AltL6_P")
DKC1 BC 4
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_AltR6_P")
DKC1 DC 4
DKC1 C 1//17
Goto AFireEnd+2
AFire7: 
DKC1 A 0 A_GiveInventory("DM1_AltL7_P")
DKC1 BC 4
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_AltR7_P")
DKC1 DC 4
DKC1 C 0//16
Goto AFireEnd+2
AFire8:
DKC1 A 0 A_GiveInventory("DM1_AltL8_P")
DKC1 BC 3
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_AltR8_P")
DKC1 DC 3
DKC1 C 1//14
Goto AFireEnd+2
AFire9:
DKC1 A 0 A_GiveInventory("DM1_AltL9_P")
DKC1 BC 3
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_AltR9_P")
DKC1 DC 3
DKC1 C 1//13
Goto AFireEnd+2
AFire10:
DKC1 A 0 A_GiveInventory("DM1_AltL10_P")
DKC1 BC 3
DKC1 C 0
DKC1 D 0 A_GiveInventory("DM1_AltR10_P")
DKC1 DC 3
DKC1 C 0//12
Goto AFireEnd+2
AFire11:
DKC1 A 0 A_GiveInventory("DM1_AltL11_P")
DKC1 BC 2
DKC1 C 1
DKC1 D 0 A_GiveInventory("DM1_AltR11_P")
DKC1 DC 2
DKC1 C 1//10
Goto AFireEnd+2
AFireEnd:
DKC1 C 0 A_JumpIfInventory("DM1DashFlag",1,2)
DKC1 C 0 A_GiveInventory("Darkman1DashAmmo",1)
DKC1 C 0 A_JumpIfInventory("DM1DashFlag",1,2)
DKC1 C 0 A_GiveInventory("Darkman1DashAmmo",1)
DKC1 C 0 A_Refire
Goto Ready0


NoAmmo:
DKC1 A 0
Goto Ready0

Flash:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Darkman1DashAmmo",1,3)
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)//2
TNT1 A 0 A_GiveInventory("Darkman1DashAmmo",1+CallACS("core_checkrune",RUNE_RAGE))
loop
//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_JAX_CHECK_JUMP)==1,"FlashBoost")
TNT1 A 0 A_JumpIf(CallACS("cbm_GetPointerButtonInput",0,true) & BT_JUMP,"FlashBoost")
goto Flash+2
FlashBoost:
TNT1 A 0 A_GiveInventory("DM1DashFlag",1)
TNT1 A 0 A_SpawnItemEx("DarkTankRadius",0,0,16)
TNT1 A 0 A_Recoil(-2-CallACS("core_checkrune",RUNE_HIGHJUMP,0))
TNT1 A 0 ThrustThingZ(0,4+(CallACS("core_checkrune",RUNE_HIGHJUMP,0)*2),0,1)
TNT1 A 0 A_PlaySoundEX("weapon/superboost","SoundSlot7")
TNT1 A 0 A_SpawnItemEX("BoosterFX",0,-10)
TNT1 A 0 A_SpawnItemEX("BoosterFX",0,10)
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)
TNT1 A 0 ThrustThingZ(0,4+(CallACS("core_checkrune",RUNE_HIGHJUMP,0)*2),0,1)
TNT1 A 0 A_PlaySoundEX("weapon/superboost","SoundSlot7")
TNT1 A 0 A_SpawnItemEX("BoosterFX",0,-10)
TNT1 A 0 A_SpawnItemEX("BoosterFX",0,10)
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)
TNT1 A 0 ThrustThingZ(0,4+(CallACS("core_checkrune",RUNE_HIGHJUMP,0)*2),0,1)
TNT1 A 0 A_PlaySoundEX("weapon/superboost","SoundSlot7")
TNT1 A 0 A_SpawnItemEX("BoosterFX",0,-10)
TNT1 A 0 A_SpawnItemEX("BoosterFX",0,10)
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)
TNT1 A 0 ThrustThingZ(0,3+(CallACS("core_checkrune",RUNE_HIGHJUMP,0)*1.5),0,1)
TNT1 A 0 A_TakeInventory("Darkman1DashAmmo",1)
TNT1 A 0 A_TakeInventory("Darkman1DashAmmo",1,1)
goto Flash1
Flash1:
TNT1 A 0 A_JumpIfInventory("Darkman1DashAmmo",2,"Flash2")
TNT1 A 0 A_JumpIf(z-floorz==0,"Flash")
TNT1 A 0 A_JumpIf(momz==0,2)
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)
loop
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)
TNT1 A 0 A_JumpIf(z-floorz==0,"Flash")
TNT1 A 0 A_JumpIf(momz==0,"Flash")
loop
Flash2:
//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_JAX_CHECK_JUMP)==1,"FlashBoost")
TNT1 A 0 A_JumpIf(CallACS("cbm_GetPointerButtonInput",0,true) & BT_JUMP,"FlashBoost")
TNT1 A 0 A_JumpIf(z-floorz==0,"Flash")
TNT1 A 0 A_JumpIf(momz==0,2)
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)
loop
TNT1 A 1 ACS_NamedExecuteWithResult("cbm_DynamicHealthBaseSpeed",17)
TNT1 A 0 A_JumpIf(z-floorz==0,"Flash")
TNT1 A 0 A_JumpIf(momz==0,"Flash")
loop

}
}

actor Darkman1DashAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 14
+INVENTORY.IGNORESKILL
}

actor DM1DashFlag : Powerup
{
Powerup.Duration 20
}

actor DarkBusterShot : ProjSpawnFuncActor
{
var int user_TranslateWhiteColors;
PROJECTILE
Obituary "$OB_DARK1BUSTER"
damagetype "DM1_Shot"
+SKYEXPLODE
+EXPLODEONWATER
+FORCEXYBILLBOARD
+BRIGHT
damage (120)
speed 20
scale 2.5
States
{
Spawn:
DSHO A 3
loop
Death:
DSHO A 1
stop
}
}

actor DarkBusterShotMM : DarkBusterShot{speed 25}
actor DarkBusterShotRR : DarkBusterShot{speed 30}

actor DarkBusterShot1 :DarkBusterShot{speed 21}
actor DarkBusterShot2 :DarkBusterShot{speed 22}
actor DarkBusterShot3 :DarkBusterShot{speed 23}
actor DarkBusterShot4 :DarkBusterShot{speed 24 damage (110)}
actor DarkBusterShot5 :DarkBusterShot{speed 25 damage (110)}
actor DarkBusterShot6 :DarkBusterShot{speed 26 damage (110)}
actor DarkBusterShot7 :DarkBusterShot{speed 27 damage (100)}
actor DarkBusterShot8 :DarkBusterShot{speed 28 damage (100)}
actor DarkBusterShot9 :DarkBusterShot{speed 29 damage (100)}
actor DarkBusterShot10:DarkBusterShot{speed 30 damage (90)}
actor DarkBusterShot11:DarkBusterShot{speed 32 damage (90)}


actor Dark1BoomShot : DarkBusterShot
{
damagetype "DM1_Shot2"
//-NOGRAVITY
Meleerange 0
damage (40)
radius 11
height 11
speed 25
scale 3.25
States
{
Spawn:
DKC1 F 0
DKC1 F 8
DKC1 F 0 A_ChangeFlag("NOGRAVITY",0)
DKC1 F 0 A_ChangeVelocity(0,0,0.25)//ThrustThingZ(0,1,0,1)
goto Spawn2
Spawn2:
DKC1 F 2
loop
Crash:
XDeath:
DKC1 G 0 A_SetGravity(0.0)
DKC1 G 0 A_Explode(50-Meleerange,64,0,0,14)
DKC1 GHIJK 2
stop
Death:
DKC1 G 0 A_SetGravity(0.0)
DKC1 G 0 A_Explode(90-Meleerange,64,0,0,12)
DKC1 GHIJK 2
stop
}
}

actor Dark1BoomShot1 :Dark1BoomShot{speed 26}
actor Dark1BoomShot2 :Dark1BoomShot{speed 27}
actor Dark1BoomShot3 :Dark1BoomShot{speed 28}
actor Dark1BoomShot4 :Dark1BoomShot{speed 29 Meleerange 10}
actor Dark1BoomShot5 :Dark1BoomShot{speed 30 Meleerange 10}
actor Dark1BoomShot6 :Dark1BoomShot{speed 31 Meleerange 10}
actor Dark1BoomShot7 :Dark1BoomShot{speed 32 Meleerange 20}
actor Dark1BoomShot8 :Dark1BoomShot{speed 33 Meleerange 20}
actor Dark1BoomShot9 :Dark1BoomShot{speed 34 Meleerange 20}
actor Dark1BoomShot10:Dark1BoomShot{speed 35 Meleerange 30}
actor Dark1BoomShot11:Dark1BoomShot{speed 37 Meleerange 30}


actor DarkDash1 : PowerSpeed
{
Speed 1.25
powerup.duration 999
}

actor DarkDash2 : PowerSpeed
{
Speed 1.8
powerup.duration 999
}

actor DarkTankRadius : BasicImplosion
{
Damagetype "DM1_Boost"
Obituary "$OB_DARK1BOOST"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(50+CallACS("core_checkrune",RUNE_SPREAD,2)*100,96,0)
stop
}
}

actor DM1_Snd_P : CustomInventory
{
states
{
Snd:
TNT1 A 0 A_PlaySoundEx("weapon/Dark1Shot","Weapon")
stop
}
}
actor DM1_FireR_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot",0,0,8)goto Snd}}
actor DM1_FireL_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot",0,0,-8)goto Snd}}

actor DM1_FireR1_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot1",0,0,8)goto Snd}}
actor DM1_FireL1_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot1",0,0,-8)goto Snd}}

actor DM1_FireR2_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot2",0,0,8)goto Snd}}
actor DM1_FireL2_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot2",0,0,-8)goto Snd}}

actor DM1_FireR3_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot3",0,0,8)goto Snd}}
actor DM1_FireL3_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot3",0,0,-8)goto Snd}}

actor DM1_FireR4_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot4",0,0,8)goto Snd}}
actor DM1_FireL4_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot4",0,0,-8)goto Snd}}

actor DM1_FireR5_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot5",0,0,8)goto Snd}}
actor DM1_FireL5_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot5",0,0,-8)goto Snd}}

actor DM1_FireR6_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot6",0,0,8)goto Snd}}
actor DM1_FireL6_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot6",0,0,-8)goto Snd}}

actor DM1_FireR7_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot7",0,0,8)goto Snd}}
actor DM1_FireL7_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot7",0,0,-8)goto Snd}}

actor DM1_FireR8_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot8",0,0,8)goto Snd}}
actor DM1_FireL8_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot8",0,0,-8)goto Snd}}

actor DM1_FireR9_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot9",0,0,8)goto Snd}}
actor DM1_FireL9_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot9",0,0,-8)goto Snd}}

actor DM1_FireR10_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot10",0,0,8)goto Snd}}
actor DM1_FireL10_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot10",0,0,-8)goto Snd}}

actor DM1_FireR11_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot11",0,0,8)goto Snd}}
actor DM1_FireL11_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("DarkBusterShot11",0,0,-8)goto Snd}}


actor DM1_AltR_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot",0,0,8)goto Snd}}
actor DM1_AltL_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot",0,0,-8)goto Snd}}

actor DM1_AltR1_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot1",0,0,8)goto Snd}}
actor DM1_AltL1_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot1",0,0,-8)goto Snd}}

actor DM1_AltR2_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot2",0,0,8)goto Snd}}
actor DM1_AltL2_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot2",0,0,-8)goto Snd}}

actor DM1_AltR3_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot3",0,0,8)goto Snd}}
actor DM1_AltL3_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot3",0,0,-8)goto Snd}}

actor DM1_AltR4_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot4",0,0,8)goto Snd}}
actor DM1_AltL4_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot4",0,0,-8)goto Snd}}

actor DM1_AltR5_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot5",0,0,8)goto Snd}}
actor DM1_AltL5_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot5",0,0,-8)goto Snd}}

actor DM1_AltR6_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot6",0,0,8)goto Snd}}
actor DM1_AltL6_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot6",0,0,-8)goto Snd}}

actor DM1_AltR7_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot7",0,0,8)goto Snd}}
actor DM1_AltL7_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot7",0,0,-8)goto Snd}}

actor DM1_AltR8_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot8",0,0,8)goto Snd}}
actor DM1_AltL8_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot8",0,0,-8)goto Snd}}

actor DM1_AltR9_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot9",0,0,8)goto Snd}}
actor DM1_AltL9_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot9",0,0,-8)goto Snd}}

actor DM1_AltR10_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot10",0,0,8)goto Snd}}
actor DM1_AltL10_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot10",0,0,-8)goto Snd}}

actor DM1_AltR11_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot11",0,0,8)goto Snd}}
actor DM1_AltL11_P : DM1_Snd_P{states{Pickup:TNT1 A 0 A_FireCustomMissile("Dark1BoomShot11",0,0,-8)goto Snd}}


actor DarkMan1_W_NormalBar : NormalBar {Args 4,110}