
//Loaded after everything

actor CBMFreeTrialFlag : Inventory {}
actor CBM_DebugFlag : Inventory {}

actor FloodMyHudTest : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/RollHeal","Weapon")

TNT1 A 0 A_GiveInventory("AirJumpLimit",77)
TNT1 A 0 A_GiveInventory("WallJumpLimit",77)
TNT1 A 0 A_GiveInventory("ResolidStaminaFlag",1)
TNT1 A 0 A_GiveInventory("ResolidOnce",1)

TNT1 A 0 A_GiveInventory("EnergyBalancerActive",1)

TNT1 A 0 A_GiveInventory("RushJetCounter",5)
TNT1 A 0 A_GiveInventory("RushMarineCounter",5)
TNT1 A 0 A_GiveInventory("BeatSupportActivated",1)


TNT1 A 0 A_GiveInventory("DocRobot_W",1)
TNT1 A 0 A_GiveInventory("DocRobotSpeed_F",200)
TNT1 A 0 A_GiveInventory("DocRobotJump_F",200)

TNT1 A 0 A_GiveInventory("BeatCallCheck",1)
TNT1 A 0 //A_GiveInventory("Flashed",1)
TNT1 A 0 A_GiveInventory("BossHealth1",50)
TNT1 A 0 A_GiveInventory("TrioExodiaFlag",1)
TNT1 A 0 A_GiveInventory("RaThorSinistarFlag",1)

TNT1 A 0 A_GiveInventory("DiveBossLockon",1)
TNT1 A 0 A_GiveInventory("ChargeManLink",1)
TNT1 A 0 A_GiveInventory("ChargeWildRideFlag",1)
TNT1 A 0 A_GiveInventory("HomingLockedVision",1)
//TNT1 A 0 A_GiveInventory("PowerTornadoSlow",1)
TNT1 A 0 A_GiveInventory("PowerSplashMightyMarch",1)
TNT1 A 0 A_GiveInventory("PowerSplashSinewyEtude",1)
TNT1 A 0 A_GiveInventory("PowerSplashSwiftSong",1)
TNT1 A 0 A_GiveInventory("PlugmanRageFlag",1)
TNT1 A 0 A_GiveInventory("DynamoM_IsTagged",1)
TNT1 A 0 A_GiveInventory("VenusBlastJumpFlag",1)

TNT1 A 0 A_GiveInventory("FloodMyHudTest_F",1)
//TNT1 A 0 A_GiveInventory("FloodMyHudTest",1)
//TNT1 A 0 A_GiveInventory("",1)
stop
}
}

actor FloodMyHudTest_F : Inventory {}

actor Test_ShiftHud_U : Inventory
{
inventory.maxamount 1000
}
actor Test_ShiftHud_D : Test_ShiftHud_U{}
actor Test_ShiftHud_L : Test_ShiftHud_U{}
actor Test_ShiftHud_R : Test_ShiftHud_U{}


actor CBM_ColorCheckFX : BasicProjectile
{
-NOBLOCKMAP
+THRUACTORS
+SHOOTABLE
Speed 0
States
{
Spawn:
KM23 Z 4
loop
}
}
actor CBM_ColorCheckFX2 : CBM_ColorCheckFX
{
var int user_TranslateWhiteColors;
var int user_TranslateBlackColors;
}
actor CBM_ColorCheckFX3 : CBM_ColorCheckFX2{XScale 4.0 YScale 1.0 States{Spawn:Q_5C E 1
loop}}
actor CBM_ColorCheckFX4 : CBM_ColorCheckFX3{States{Spawn:Q_5C J 1
loop}}


actor CBM_ColorCheck0_P : CustomInventory
{
Translation "4:4=32:32","192:192=250:250","198:198=253:253"
+SHOOTABLE
+INVULNERABLE
Radius 30
Height 53
Scale 2.5
States
{
Spawn:
HLS2 A 4
loop
Pickup:
TNT1 A 0 A_TakeInventory("LightTeamFlag")
TNT1 A 0 A_TakeInventory("WilyTeamFlag")
TNT1 A 0 A_TakeInventory("CossackTeamFlag")
TNT1 A 0 A_TakeInventory("KingTeamFlag")
fail
Death:
HLS2 "############" 3 A_FadeOut(0.08)
stop
}
}
actor CBM_ColorCheck1_P : CBM_ColorCheck0_P
{
States
{
Spawn:
HLS2 E 4
loop
Pickup:
TNT1 A 0 A_GiveInventory("LightTeamFlag",1)
TNT1 A 0 A_TakeInventory("WilyTeamFlag")
TNT1 A 0 A_TakeInventory("CossackTeamFlag")
TNT1 A 0 A_TakeInventory("KingTeamFlag")
fail
}
}
actor CBM_ColorCheck2_P : CBM_ColorCheck0_P
{
States
{
Spawn:
HLS2 I 4
loop
Pickup:
TNT1 A 0 A_TakeInventory("LightTeamFlag")
TNT1 A 0 A_GiveInventory("WilyTeamFlag",1)
TNT1 A 0 A_TakeInventory("CossackTeamFlag")
TNT1 A 0 A_TakeInventory("KingTeamFlag")
fail
}
}
actor CBM_ColorCheck3_P : CBM_ColorCheck0_P
{
States
{
Spawn:
HLS2 M 4
loop
Pickup:
TNT1 A 0 A_TakeInventory("LightTeamFlag")
TNT1 A 0 A_TakeInventory("WilyTeamFlag")
TNT1 A 0 A_GiveInventory("CossackTeamFlag",1)
TNT1 A 0 A_TakeInventory("KingTeamFlag")
fail
}
}
actor CBM_ColorCheck4_P : CBM_ColorCheck0_P
{
States
{
Spawn:
HLS2 Q 4
loop
Pickup:
TNT1 A 0 A_TakeInventory("LightTeamFlag")
TNT1 A 0 A_TakeInventory("WilyTeamFlag")
TNT1 A 0 A_TakeInventory("CossackTeamFlag")
TNT1 A 0 A_GiveInventory("KingTeamFlag",1)
fail
}
}

actor CBMGamma_Healer : CustomInventory
{
Translation "42:42=160:160","254:254=163:163","245:245=223:223","74:74=220:220","93:93=189:189","86:86=184:184","225:225=92:92","170:170=82:82"
+SHOOTABLE
+INVULNERABLE
Radius 16
Height 64
Scale 0.1
States
{
Spawn:
GAMA BCDEFG 4
loop
Pickup:
TNT1 A 0 HealThing(9999)
fail
Death:
GAMA BCDEFGBCDEFG 3 A_FadeOut(0.08)
stop
}
}

actor Gamma_MegaWeaponEnergy : MegaWeaponEnergy
{
States
{
Spawn:
EBAL IJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJIJ 6
stop
}
}

actor CBMGamma_AmmoG
{
Translation "42:42=147:147","254:254=149:149","245:245=135:135","74:74=131:131","93:93=5:5","86:86=95:95","225:225=206:206","170:170=204:204","192:192=131:131","198:198=135:135"
Health 30000
Mass 99999
+SOLID
+CANPASS
-SOLID
-NOBLOCKMAP
+NOTARGETSWITCH
+SHOOTABLE
+DONTBLAST
Radius 16
Height 64
PainChance 256
Scale 0.1
States
{
Spawn:
GAMA A 0
GAMA A 1
wait
Pain:
GAMD A 0 A_ChangeFlag("INVULNERABLE",1)
GAMD A 0 A_PlaySoundEx("S3_K/MetalSpark","Weapon")
GAMD ABCD 4
GAMD D 2
GAMD D 0 A_PlaySoundEx("weapon/timeshot","Weapon")

GAMD D 0 A_SpawnItemEx("ScrewBoltSpewer_H",0,0,12,0,0,0,0,1)
GAMD D 0 A_SpawnItemEx("JunkMetalBitsX",0,0,12,random(1,10),0,random(3,12),random(0,359),1)
GAMD D 2 A_SpawnItemEx("Gamma_MegaWeaponEnergy",0,0,12,frandom(-2,2),frandom(-2,2),frandom(1,5),0,1)
GAMD DCBA 4
GAMD A 0 HealThing(10000)
GAMD A 0 A_ChangeFlag("INVULNERABLE",0)
goto Spawn
Death:
GAMA BCDEFGBCDEFG 3 A_FadeOut(0.08)
stop
}
}


actor CameraMan_C
{
Translation "225:225=115:115"
+MISSILE
+SHOOTABLE
mass 999999
+DONTBLAST
Health 1200
+NOGRAVITY
+NOPAIN
height 64
radius 16
+NOTARGETSWITCH
+QUICKTORETALIATE
+THRUACTORS
painchance 256
var int user_mode;
states
{
Spawn:
W_RC D 35
W_RC D 1 A_FaceTarget(0,0)
W_RC D 1 A_SetPitch(-pitch - 10.0)
W_RC D 0 A_ChangeFlag("THRUACTORS",0)
W_RC D 0 A_ChangeFlag("MISSILE",0)
W_RC D 1 Thing_ChangeTID(0,16666)
W_RC D 5 ChangeCamera(16666,1,0)
W_RC D 0 A_ChangeFlag("NOPAIN",0)
Idle:
W_RC D 0 A_SetUserVar("user_mode", 0)
W_RC D -1
stop
Pain:
W_RC D 1 A_JumpIf(user_mode==1, "Idle")
Follow:
W_RC D 0 A_SetUserVar("user_mode", 1)
Following:
W_RC D 1 ACS_NamedExecuteWithResult("CBM_DebugCameraFace")
wait
FollowingOld:
W_RC D 0 A_FaceTarget(0,0)
W_RC D 1 A_SetPitch(-pitch - 10.0)
loop
Death:
TNT1 A 1
stop
}
}
actor CameraMan_C2 : CameraMan_C
{
States
{
Pain:
W_RC D 1 A_JumpIf(user_mode==1, "Idle")
Follow:
W_RC D 0 A_SetUserVar("user_mode", 1)
Following:
W_RC D 0 A_SetArg(0,Args[0]-2)
W_RC D 0 A_Warp(2,cos(-Args[0])*320, sin(-Args[0])*320, 128, 0, 8|16)
W_RC D 1 ACS_NamedExecuteWithResult("CBM_DebugCameraFace")
//W_RC D 1 A_Warp(2,256,0,64,4,2+8+16)
loop
}
}

actor Megaman_TestHelper : MegamanC
{
Player.MaxHealth 100
player.soundclass "megaman"
States
{
Spawn:
PLAY A 0
PLAY A 0 A_GiveInventory("NoHitStunFlag",1)
PLAY A 0 A_GiveInventory("NoPushFlag",1)
PLAY A 1 A_GiveInventory("SpawnTeleFragFlag",1)
PLAY A 1
wait
}
}

actor Test_SummonMegamen : BasicHelper
{
ReactionTime 50
States
{
Spawn:
TNT1 A 0 A_SetArg(2,Args[2]+10)
TNT1 A 0 A_SpawnItemEx("Megaman_TestHelper",250-Args[1],260-Args[2])
TNT1 A 0 A_JumpIf(Args[2]<500,"Spawn")
TNT1 A 0 A_SetArg(1,Args[1]+10)
TNT1 A 0 A_SetArg(2,0)
TNT1 A 1 A_CountDown
loop
}
}

actor Test_Camera1000_P : CustomInventory
{
States
{
Spawn:
PLAY BCDE 3
loop
Pickup:
TNT1 A 0 ChangeCamera(1000,0,0)
stop
}
}
actor Test_Camera1001_P : CustomInventory
{
States
{
Spawn:
PLAY BCDE 3
loop
Pickup:
TNT1 A 0 ChangeCamera(1001,0,0)
stop
}
}


actor DEBUG_RemoveKeySkullCard_P : CustomInventory
{
States
{
Pickup:
//TNT1 A 0 A_TakeInventory("KeyRed")
TNT1 A 0 A_TakeInventory("KeyYellow")
TNT1 A 0 A_TakeInventory("KeyBlue")
TNT1 A 0 A_TakeInventory("KeyGreen")
TNT1 A 0 A_TakeInventory("RedSkull")
TNT1 A 0 A_TakeInventory("YellowSkull")
TNT1 A 0 A_TakeInventory("BlueSkull")
TNT1 A 0 A_TakeInventory("RedCard")
TNT1 A 0 A_TakeInventory("YellowCard")
TNT1 A 0 A_TakeInventory("BlueCard")
stop
}
}

ACTOR RUNECOLLECTION_ST : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("StrengthRune",50,-100)
TNT1 A 0 A_SpawnItemEx("RageRune",50,-80)
TNT1 A 0 A_SpawnItemEx("DrainRune",50,-60)
TNT1 A 0 A_SpawnItemEx("SpreadRune",50,-40)
TNT1 A 0 A_SpawnItemEx("ResistanceRune",50,-20)
TNT1 A 0 A_SpawnItemEx("RegenerationRune",50,0)
TNT1 A 0 A_SpawnItemEx("ProsperityRune",50,20)
TNT1 A 0 A_SpawnItemEx("ReflectionRune",50,40)
TNT1 A 0 A_SpawnItemEx("HighJumpRune",50,60)
TNT1 A 0 A_SpawnItemEx("HasteRune",50,80)
stop
}
}

actor Test_Swap_SOLID : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("SOLID","Off")
TNT1 A 0 A_ChangeFlag("SOLID",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("SOLID",0)
stop
}
}

actor Test_Swap_SHOOTABLE : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("SHOOTABLE","Off")
TNT1 A 0 A_ChangeFlag("SHOOTABLE",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
stop
}
}

actor Test_Swap_NOGRAVITY : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOGRAVITY","Off")
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
stop
}
}
actor Test_Swap_NOTELEPORT : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOTELEPORT","Off")
TNT1 A 0 A_ChangeFlag("NOTELEPORT",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NOTELEPORT",0)
stop
}
}
actor Test_Swap_NOBLOCKMONST : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOBLOCKMONST","Off")
TNT1 A 0 A_ChangeFlag("NOBLOCKMONST",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NOBLOCKMONST",0)
stop
}
}
actor Test_Swap_THRUACTORS : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("THRUACTORS","Off")
TNT1 A 0 A_ChangeFlag("THRUACTORS",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("THRUACTORS",0)
stop
}
}
actor Test_Swap_THRUSPECIES : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("THRUSPECIES","Off")
TNT1 A 0 A_ChangeFlag("THRUSPECIES",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("THRUSPECIES",0)
stop
}
}
actor Test_Swap_NOTARGET : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOTARGET","Off")
TNT1 A 0 A_ChangeFlag("NOTARGET",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NOTARGET",0)
stop
}
}
actor Test_Swap_NOTIMEFREEZE : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOTIMEFREEZE","Off")
TNT1 A 0 A_ChangeFlag("NOTIMEFREEZE",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
stop
}
}
actor Test_Swap_CANTSEEK : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("CANTSEEK","Off")
TNT1 A 0 A_ChangeFlag("CANTSEEK",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("CANTSEEK",0)
stop
}
}
actor Test_Swap_INVULNERABLE : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("INVULNERABLE","Off")
TNT1 A 0 A_ChangeFlag("INVULNERABLE",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("INVULNERABLE",0)
stop
}
}
actor Test_Swap_INVISIBLE : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("INVISIBLE","Off")
TNT1 A 0 A_ChangeFlag("INVISIBLE",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("INVISIBLE",0)
stop
}
}
actor Test_Swap_BUDDHA : CustomInventory
{
States
{
Spawn:
TNT1 A 1
wait
Pickup:
TNT1 A 0 SetPlayerProperty(0,1,16)//Buddha off
TNT1 A 0 //A_CheckFlag("BUDDHA","Off")
TNT1 A 0 //A_ChangeFlag("BUDDHA",1)
stop
Off:
TNT1 A 0 //A_ChangeFlag("BUDDHA",0)
stop
}
}
actor Test_Swap_NORADIUSDMG : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NORADIUSDMG","Off")
TNT1 A 0 A_ChangeFlag("NORADIUSDMG",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
stop
}
}
actor Test_Swap_NODAMAGE : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NODAMAGE","Off")
TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
stop
}
}
actor Test_Swap_DONTRIP : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("DONTRIP","Off")
TNT1 A 0 A_ChangeFlag("DONTRIP",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("DONTRIP",0)
stop
}
}
actor Test_Swap_DONTDRAIN : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("DONTDRAIN","Off")
TNT1 A 0 A_ChangeFlag("DONTDRAIN",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("DONTDRAIN",0)
stop
}
}
actor Test_Swap_FLOORCLIP : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("FLOORCLIP","Off")
TNT1 A 0 A_ChangeFlag("FLOORCLIP",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
stop
}
}
actor Test_Swap_DONTSPLASH : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("DONTSPLASH","Off")
TNT1 A 0 A_ChangeFlag("DONTSPLASH",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("DONTSPLASH",0)
stop
}
}
actor Test_Swap_FLOORHUGGER : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("FLOORHUGGER","Off")
TNT1 A 0 A_ChangeFlag("FLOORHUGGER",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("FLOORHUGGER",0)
stop
}
}
actor Test_Swap_CEILINGHUGGER : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("CEILINGHUGGER","Off")
TNT1 A 0 A_ChangeFlag("CEILINGHUGGER",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("CEILINGHUGGER",0)
stop
}
}
actor Test_Swap_NOINTERACTION : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOINTERACTION","Off")
TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NOINTERACTION",0)
stop
}
}
actor Test_Swap_NOTAUTOAIMED : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOTAUTOAIMED","Off")
TNT1 A 0 A_ChangeFlag("NOTAUTOAIMED",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NOTAUTOAIMED",0)
stop
}
}
actor Test_Swap_TOUCHY : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("TOUCHY","Off")
TNT1 A 0 A_ChangeFlag("TOUCHY",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("TOUCHY",0)
stop
}
}
actor Test_Swap_NOCLIP : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("NOCLIP","Off")
TNT1 A 0 A_ChangeFlag("NOCLIP",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("NOCLIP",0)
stop
}
}
actor Test_Swap_ICECORPSE : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFlag("ICECORPSE","Off")
TNT1 A 0 A_ChangeFlag("ICECORPSE",1)
stop
Off:
TNT1 A 0 A_ChangeFlag("DONTSPLASH",0)
stop
}
}

actor TestExplosion_H : BasicClientSide//BasicHelper
{
ReactionTime 200
RenderStyle None
States
{
Spawn:
TNT1 A 0
//TNT1 A 1 A_SpawnItemEx("TestExplosion0",0,0,10*pitch)
TNT1 A 0 //A_SetPitch(pitch+10)
TNT1 A 0//random(1,2) A_CountDown
loop
Death:
TNT1 A 1 //A_SpawnItemEx("TestExplosion7",0,0,78,0,0,-4)
TNT1 A 0
stop
}
}
/*
Health 1000
player.maxhealth 1000

actor TestExplosionX : PowerProtection
{
Powerup.Color RED
Powerup.Duration -1000
damagefactor "TestExplosion", 1.2
damagefactor "TestExplosion2", 1.44
}

actor TestExplosionX2 : PowerProtection
{Powerup.Color Green
Powerup.Duration -1000
damagefactor "TestExplosion", 1.2
damagefactor "TestExplosion2", 1.44
}


actor TestExplosion1 : BasicExplosion
{
+FORCERADIUSDMG
Damagetype "TestExplosion"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(10,9001,1,0,9001)
stop
}
}

actor TestExplosion2:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(20,9001,1,0,9001)stop}}
actor TestExplosion3:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(30,9001,1,0,9001)stop}}
actor TestExplosion4:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(40,9001,1,0,9001)stop}}
actor TestExplosion5:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(50,9001,1,0,9001)stop}}
actor TestExplosion6:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(60,9001,1,0,9001)stop}}
actor TestExplosion7:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(70,9001,1,0,9001)stop}}
actor TestExplosion8:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(80,9001,1,0,9001)stop}}
actor TestExplosion9:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(90,9001,1,0,9001)stop}}
actor TestExplosion10:BasicExplosion{+FORCERADIUSDMG Damagetype"TestExplosion"States{Spawn:TNT1 A 0
TNT1 A 1 A_Explode(100,9001,1,0,9001)stop}}

actor TestExplosionA1 : TestExplosion1{Damagetype"TestExplosion2"}
actor TestExplosionA2 : TestExplosion2{Damagetype"TestExplosion2"}
actor TestExplosionA3 : TestExplosion3{Damagetype"TestExplosion2"}
actor TestExplosionA4 : TestExplosion4{Damagetype"TestExplosion2"}
actor TestExplosionA5 : TestExplosion5{Damagetype"TestExplosion2"}
actor TestExplosionA6 : TestExplosion6{Damagetype"TestExplosion2"}
actor TestExplosionA7 : TestExplosion7{Damagetype"TestExplosion2"}
actor TestExplosionA8 : TestExplosion8{Damagetype"TestExplosion2"}
actor TestExplosionA9 : TestExplosion9{Damagetype"TestExplosion2"}
actor TestExplosionA10 : TestExplosion10{Damagetype"TestExplosion2"}
*/

actor PowerInfiniteDamageC : PowerDamage
{
Powerup.Color Green
Powerup.Duration -60
damagefactor "normal", 100.0
}

actor GoldenNapalmBombWep_NormalBar : NormalBar {Args 160,162}

actor GoldenNapalmBombWep : NapalmBombWep
{
Translation "216:216=160:160","75:75=162:162"
+WEAPON.CHEATNOTWEAPON

-THRUACTORS
dropitem ""
Inventory.ForbiddenTo ""
Inventory.RestrictedTo ""

States
{
Spawn:
WEAP CCC 1 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(-16,16)+20,0,0,0,0,0,64)
loop
Fire:
NAPA T 0 A_JumpIfNoAmmo("NoAmmo")
NAPA T 0 A_PlaySoundEx("weapons/mm5/napalmbombfire","Weapon")
NAPA T 0 A_FireCustomMissile("GoldenNapalmBomb",0,0,8,0)
NAPA UV 6
NAPA T 7
NAPA T 0 A_Refire
Goto Ready+1
}
}

actor GoldenNapalmBomb : Beef_NapalmBomb
{
Translation "216:216=160:160", "75:75=162:162", "198:198=162:162"
damagetype "Golden_NapalmBomb"
States
{
Spawn:
NAPA A 0
NAPA A 0 A_ChangeVelocity(0,0,6.25)//ThrustThingZ(0,25,0,1)
NAPA A 0 A_CountDown
NAPA AABBCCDD 2 A_SpawnItemEx("GoldenNapalmBombFX",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,0)
Goto Spawn+2
}
}


actor GoldenNapalmBombFX : BasicGraphicEffect
{
Translation "202:202=160:160","197:197=162:162"
+FORCEXYBILLBOARD
+BRIGHT
States
{
SpawnFrame:
Q_9E UVW 3
stop
}
}

