actor Splashwoman_W : BaseMM8BDMWep_CBM
{
tag "$TAGC_9C"
dropitem "LaserTridentWep"
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Obituary "$OB_LASERTRIDENT"
Inventory.Pickupmessage "Splash"
weapon.ammotype "SplashingAboutAmmo"
weapon.ammotype2 "CrabHealingAmmo"
inventory.icon "SPLSH_I1"
States
{
Spawn:
C_09 C 1
loop

Deselect:
9C_I A 0
goto DeselectSwap
Select:
9C_I A 0
goto SelectSwap

Ready:
9C_I A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_SPLASHWOMAN)
9C_I A 0 A_GunFlash("Flash.Start",1)
Goto Ready1
Ready1:
"####" A 0 A_JumpIfInventory("SplashingAboutAmmo",28,"Ready2")
"####" A 8 A_WeaponReady(8)
"####" A 0 A_GiveInventory("SplashingAboutAmmo",1)
loop
Ready2:
"####" A 8 A_WeaponReady
"####" A 0 A_GiveInventory("SplashingAboutAmmo",1)
loop

Fire:
"####" A 0 A_JumpIfNoAmmo("NoAmmo")
"####" A 0 A_JumpIfInventory("PlayerPropertyRage",1,"FireR")
"####" A 1 offset(40,35)
"####" A 1 offset(80,38)
"####" A 1 offset(120,38)
"####" B 1 offset(-40,25)
"####" B 1 offset(-20,28)
"####" B 1 offset(1,31)
"####" C 0 A_GiveInventory("Splashwoman_Fire_P")
"####" C 4 offset(10,38)
goto FireEnd
FireR:
"####" A 1 offset(70,38)
"####" B 1 offset(-40,25)
"####" B 1 offset(1,31)
"####" C 0 A_GiveInventory("Splashwoman_Fire_P")
"####" CC 1 offset(10,38)
goto FireEnd
FireEnd:
"####" C 1 offset(2,53)A_JumpIfInventory("PlayerPropertyRage",1,1)
"####" C 1 offset(-4,68)
"####" S 6 A_GiveInventory("SplashingAboutAmmo",1)
"####" A 1 offset(120,95)
"####" A 1 offset(100,85)A_JumpIfInventory("PlayerPropertyRage",1,1)
"####" A 1 offset(80,75)
"####" A 1 offset(60,65)A_JumpIfInventory("PlayerPropertyRage",1,1)
"####" A 1 offset(40,55)
"####" A 1 offset(20,45)A_JumpIfInventory("PlayerPropertyRage",1,1)
"####" A 0 A_GiveInventory("SplashingAboutAmmo",1)
Goto Ready1

Flash.Start:
TNT1 A 0 A_JumpIfInventory("SplashDabbleEnd",1,"Flash.Land")
goto Flash.Ammo
Flash:
TNT1 A 0 A_JumpIfInventory("IsTreadingWater",1,"Flash.Swim")
TNT1 A 1
TNT1 A 0 A_GiveInventory("SplashW_FlashAmmo_P")
loop
Flash.Ammo:
TNT1 A 0 A_JumpIfInventory("SplashDabbleAmmo",560,"Flash")
TNT1 A 0 A_JumpIfInventory("IsTreadingWater",1,"Flash.Swim")
TNT1 A 1
TNT1 A 0 A_GiveInventory("SplashDabbleAmmo_RC",1)
loop

Flash.Swim:
TNT1 A 1 A_GiveInventory("SplashSwimFlash_P")
TNT1 A 0 A_JumpIf(z-floorz==0,"Flash.LandEnd")
TNT1 A 0 A_JumpIfInventory("SplashDabbleAmmo",1,"Flash.Swim")
TNT1 A 0 A_GiveInventory("SplashSwimFlash_P")
TNT1 A 0 A_GiveInventory("SplashDabbleEnd",1)
goto Flash.Land

Flash.Land:
TNT1 A 0 A_JumpIf(z-floorz==0,"Flash.LandEnd")
TNT1 A 0 A_JumpIf(momz==0,"Flash.LandZ")
TNT1 A 1 A_GiveInventory("SplashW_FlashAmmo_P")
loop
Flash.LandZ:
TNT1 A 1 A_GiveInventory("SplashW_FlashAmmo_P")
TNT1 A 0 A_JumpIf(z-floorz==0,"Flash.LandEnd")
TNT1 A 0 A_JumpIf(momz==0,"Flash.LandEnd")
goto Flash.Land+2
Flash.LandEnd:
TNT1 A 1 A_GiveInventory("SplashSwimFlashEnd_P",1)
goto Flash.Ammo

NoAmmo:
"####" A 1
Goto Ready1

AltFire:
9C_I A 0 A_JumpIfInventory("SplashingAboutAmmo",28,"AltFire1")
Goto Ready1
Altfire1:
9C_I A 1 offset(0,62)A_GiveInventory("SplashWarbleFlag",1)
9C_I A 1 offset(0,92)
9C_I D 1 offset(0,104)
goto AltfireH

AltfireH:
"####" D 0 A_JumpIfInventory("SplashSingCharge",2,"AltfireH1")
"####" D 1 offset(0,104)A_GiveInventory("SplashSingCharge",1+CallACS("core_checkrune",RUNE_RAGE))
"####" D 0 A_Refire("AltfireH")
goto AltfireSing
AltfireH1:
"####" D 0 A_JumpIfInventory("SplashSingCharge",4,"AltfireH2")
"####" D 1 offset(0,101)A_GiveInventory("SplashSingCharge",1+CallACS("core_checkrune",RUNE_RAGE))
"####" D 0 A_Refire("AltfireH1")
goto AltfireSing
AltfireH2:
"####" D 0 A_JumpIfInventory("SplashSingCharge",6,"AltfireH3")
"####" D 1 offset(0,98)A_GiveInventory("SplashSingCharge",1+CallACS("core_checkrune",RUNE_RAGE))
"####" D 0 A_Refire("AltfireH2")
goto AltfireSing
AltfireH3:
"####" D 0 A_JumpIfInventory("SplashSingCharge",8,"AltfireH4")
"####" D 1 offset(0,95)A_GiveInventory("SplashSingCharge",1+CallACS("core_checkrune",RUNE_RAGE))
"####" D 0 A_Refire("AltfireH3")
goto AltfireSing
AltfireH4:
"####" D 0 A_JumpIfInventory("SplashSingCharge",10,"AltfireH5")
"####" D 1 offset(0,92)A_GiveInventory("SplashSingCharge",1+CallACS("core_checkrune",RUNE_RAGE))
"####" D 0 A_Refire("AltfireH4")
goto AltfireSing
AltfireH5:
"####" D 0 A_JumpIfInventory("SplashSingCharge",12,"AltfireH6")
"####" D 1 offset(0,89)A_GiveInventory("SplashSingCharge",1+CallACS("core_checkrune",RUNE_RAGE))
"####" D 0 A_Refire("AltfireH5")
goto AltfireSing
AltfireH6:
"####" D 0 A_JumpIfInventory("SplashSingCharge",14,"AltfireSingAura")
"####" D 1 offset(0,86)A_GiveInventory("SplashSingCharge",1+CallACS("core_checkrune",RUNE_RAGE))
"####" D 0 A_Refire("AltfireH6")
goto AltfireSing

AltfireSingAura:
"####" D 2 offset(0,86)A_GiveInventory("AltfireSingAuraStart_P",1)
"####" D 0 A_Refire(1)
"####" D 0 A_Jump(128,1)
goto AH_Sing1
"####" D 0
goto AH_Sing2
AH_Sing1:
"####" D 2 offset(2,86)
"####" D 0 A_Refire("AH_Sing1.a")
goto AH_SingEnd
AH_Sing1.a:
"####" D 2 offset(5,85)
"####" D 0 A_Refire("AH_Sing1.b")
goto AH_SingEnd
AH_Sing1.b:
"####" D 2 offset(8,84)
"####" D 0 A_Refire("AH_Sing1.c")
goto AH_SingEnd
AH_Sing1.c:
"####" D 2 offset(11,83)
"####" D 0 A_Refire("AH_Sing1.d")
goto AH_SingEnd
AH_Sing1.d:
"####" D 2 offset(13,81)
"####" D 0 A_Refire("AH_Sing1.e")
goto AH_SingEnd
AH_Sing1.e:
"####" D 2 offset(15,79)
"####" D 0 A_Refire("AH_Sing1.f")
goto AH_SingEnd
AH_Sing1.f:
"####" D 2 offset(17,77)
"####" D 0 A_Refire("AH_Sing1.g")
goto AH_SingEnd
AH_Sing1.g:
"####" D 2 offset(18,74)
"####" D 0 A_Refire("AH_Sing1.h")
goto AH_SingEnd
AH_Sing1.h:
"####" D 2 offset(19,71)
"####" D 0 A_Refire("AH_Sing1.i")
goto AH_SingEnd
AH_Sing1.i:
"####" D 2 offset(20,68)
"####" D 0 A_Refire("AH_Sing1.j")
goto AH_SingEnd
AH_Sing1.j:
"####" D 2 offset(20,66)A_TakeInventory("SplashingAboutAmmo",2,1)
"####" D 0 A_Refire("AH_Sing1.k")
goto AH_SingEnd
AH_Sing1.k:
"####" D 2 offset(20,68)
"####" D 0 A_Refire("AH_Sing1.l")
goto AH_SingEnd
AH_Sing1.l:
"####" D 2 offset(19,71)
"####" D 0 A_Refire("AH_Sing1.m")
goto AH_SingEnd
AH_Sing1.m:
"####" D 2 offset(18,74)
"####" D 0 A_Refire("AH_Sing1.n")
goto AH_SingEnd
AH_Sing1.n:
"####" D 2 offset(17,77)
"####" D 0 A_Refire("AH_Sing1.o")
goto AH_SingEnd
AH_Sing1.o:
"####" D 2 offset(15,79)
"####" D 0 A_Refire("AH_Sing1.p")
goto AH_SingEnd
AH_Sing1.p:
"####" D 2 offset(13,81)
"####" D 0 A_Refire("AH_Sing1.q")
goto AH_SingEnd
AH_Sing1.q:
"####" D 2 offset(11,83)
"####" D 0 A_Refire("AH_Sing1.r")
goto AH_SingEnd
AH_Sing1.r:
"####" D 2 offset(8,84)
"####" D 0 A_Refire("AH_Sing1.s")
goto AH_SingEnd
AH_Sing1.s:
"####" D 2 offset(5,85)
"####" D 0 A_Refire("AH_Sing1.t")
goto AH_SingEnd
AH_Sing1.t:
"####" D 2 offset(2,86)
"####" D 0 A_Refire("AH_Sing1.u")
goto AH_SingEnd
AH_Sing1.u:
"####" D 0 A_WeaponReady(14)
"####" D 2 offset(0,86)A_TakeInventory("SplashingAboutAmmo",2,1)
"####" D 0 A_Refire("AH_Sing1.v")
goto AH_SingEnd
AH_Sing1.v:
"####" D 0 A_JumpIfInventory("SplashSwapFlag",2,2)
"####" D 0 A_JumpIfInventory("SplashSwapFlag",1,2)
"####" D 0 A_JumpIfInventory("SplashingAboutAmmo",1,"AH_Sing2")
goto AH_SingEnd+1
"####" D 0 A_JumpIfInventory("CrabHealingAmmo",1,1)
goto AH_SingEnd
"####" D 0 A_JumpIfInventory("SplashingAboutAmmo",1,"AH_Sing2")
goto AH_SingEnd+1

AH_Sing2:
"####" D 2 offset(-2,86)
"####" D 0 A_Refire("AH_Sing2.a")
goto AH_SingEnd
AH_Sing2.a:
"####" D 2 offset(-5,85)
"####" D 0 A_Refire("AH_Sing2.b")
goto AH_SingEnd
AH_Sing2.b:
"####" D 2 offset(-8,84)
"####" D 0 A_Refire("AH_Sing2.c")
goto AH_SingEnd
AH_Sing2.c:
"####" D 2 offset(-11,83)
"####" D 0 A_Refire("AH_Sing2.d")
goto AH_SingEnd
AH_Sing2.d:
"####" D 2 offset(-13,81)
"####" D 0 A_Refire("AH_Sing2.e")
goto AH_SingEnd
AH_Sing2.e:
"####" D 2 offset(-15,79)
"####" D 0 A_Refire("AH_Sing2.f")
goto AH_SingEnd
AH_Sing2.f:
"####" D 2 offset(-17,77)
"####" D 0 A_Refire("AH_Sing2.g")
goto AH_SingEnd
AH_Sing2.g:
"####" D 2 offset(-18,74)
"####" D 0 A_Refire("AH_Sing2.h")
goto AH_SingEnd
AH_Sing2.h:
"####" D 2 offset(-19,71)
"####" D 0 A_Refire("AH_Sing2.i")
goto AH_SingEnd
AH_Sing2.i:
"####" D 2 offset(-20,68)
"####" D 0 A_Refire("AH_Sing2.j")
goto AH_SingEnd
AH_Sing2.j:
"####" D 2 offset(-20,66)A_TakeInventory("SplashingAboutAmmo",2,1)
"####" D 0 A_Refire("AH_Sing2.k")
goto AH_SingEnd
AH_Sing2.k:
"####" D 2 offset(-20,68)
"####" D 0 A_Refire("AH_Sing2.l")
goto AH_SingEnd
AH_Sing2.l:
"####" D 2 offset(-19,71)
"####" D 0 A_Refire("AH_Sing2.m")
goto AH_SingEnd
AH_Sing2.m:
"####" D 2 offset(-18,74)
"####" D 0 A_Refire("AH_Sing2.n")
goto AH_SingEnd
AH_Sing2.n:
"####" D 2 offset(-17,77)
"####" D 0 A_Refire("AH_Sing2.o")
goto AH_SingEnd
AH_Sing2.o:
"####" D 2 offset(-15,79)
"####" D 0 A_Refire("AH_Sing2.p")
goto AH_SingEnd
AH_Sing2.p:
"####" D 2 offset(-13,81)
"####" D 0 A_Refire("AH_Sing2.q")
goto AH_SingEnd
AH_Sing2.q:
"####" D 2 offset(-11,83)
"####" D 0 A_Refire("AH_Sing2.r")
goto AH_SingEnd
AH_Sing2.r:
"####" D 2 offset(-8,84)
"####" D 0 A_Refire("AH_Sing2.s")
goto AH_SingEnd
AH_Sing2.s:
"####" D 2 offset(-5,85)
"####" D 0 A_Refire("AH_Sing2.t")
goto AH_SingEnd
AH_Sing2.t:
"####" D 2 offset(-2,86)
"####" D 0 A_Refire("AH_Sing2.u")
goto AH_SingEnd
AH_Sing2.u:
"####" D 0 A_WeaponReady(14)
"####" D 2 offset(0,86)A_TakeInventory("SplashingAboutAmmo",2,1)
"####" D 0 A_Refire("AH_Sing2.v")
goto AH_SingEnd
AH_Sing2.v:
"####" D 0 A_JumpIfInventory("SplashSwapFlag",2,2)
"####" D 0 A_JumpIfInventory("SplashSwapFlag",1,2)
"####" D 0 A_JumpIfInventory("SplashingAboutAmmo",1,"AH_Sing1")
goto AH_SingEnd+1
"####" D 0 A_JumpIfInventory("CrabHealingAmmo",1,1)
goto AH_SingEnd
"####" D 0 A_JumpIfInventory("SplashingAboutAmmo",1,"AH_Sing1")
goto AH_SingEnd+1


AH_SingEnd:
"####" D 0 A_GiveInventory("AltfireSingAuraEnd_P",1)
"####" D 0 A_WeaponReady(14)
"####" D 2 offset(0,84)A_TakeInventory("SplashWarbleFlag",9)
"####" D 2 offset(0,82)A_TakeInventory("SplashingAboutAmmo",6,1)
"####" D 2 offset(0,79)
"####" D 2 offset(0,76)A_TakeInventory("VivifyCycle3")
"####" D 2 offset(0,70)A_GiveInventory("SplashEndSinging",1)
"####" E 2 offset(0,60)
"####" F 2 offset(0,54)
"####" G 2 offset(0,48)
"####" H 2 offset(0,42)
"####" I 2 offset(0,36)
"####" J 2 offset(0,30)
"####" S 6
"####" A 2 offset(20,92)A_TakeInventory("SplashSwapFlag")
"####" A 2 offset(10,62)A_TakeInventory("SplashSwapFlag")
Goto Ready1

AltfireSing:
"####" D 0 A_JumpIfInventory("SplashSwapFlag",2,"AltfireSingX")
"####" D 0 A_JumpIfInventory("SplashSwapFlag",1,"AltfireSingCheck")
goto AltfireSingX
AltfireSingCheck:
"####" A 0 A_JumpIfHealthLower(CallACS("core_getmaxhealth"),"AltfireSingX")
"####" A 2 offset(20,92)A_TakeInventory("SplashWarbleFlag",1)
"####" A 0 A_TakeInventory("SplashSwapFlag")
"####" A 2 offset(10,62)A_TakeInventory("SplashSingCharge",99)
goto Ready1
AltfireSingX:
"####" D 0 offset(0,80)A_SpawnItemEx("SplashSelfAuraFX_Helper",0,0,0,0,0,0,0,1)
"####" D 2 offset(0,80)A_GiveInventory("AltfireSingAuraQ_P",1)
"####" D 2 offset(0,70)A_GiveInventory("AltfireSingAuraFX_Pickup",1)
"####" E 2 offset(0,60)A_SpawnItemEx("SplashSelfAuraFX_Helper",0,0,0,0,0,0,0,1)
"####" F 2 offset(0,54)A_GiveInventory("AltfireSingAuraFX_Pickup",1)
"####" G 2 offset(0,48)A_SpawnItemEx("SplashSelfAuraFX_Helper",0,0,0,0,0,0,0,1)
"####" H 2 offset(0,42)A_GiveInventory("AltfireSingAuraFX_Pickup",1)
"####" I 2 offset(0,36)A_SpawnItemEx("SplashSelfAuraFX_Helper",0,0,0,0,0,0,0,1)
"####" J 2 offset(0,30)A_TakeInventory("SplashWarbleFlag",1)
"####" S 2 A_TakeInventory("VivifyCycle3")
"####" A 2 offset(20,92)A_TakeInventory("SplashSwapFlag")
"####" A 2 offset(10,62)A_TakeInventory("SplashSwapFlag")
Goto Ready1
}
}

actor Splashwoman_W2 : Splashwoman_W
{
tag "$TAGC_9C2"
inventory.icon "SPLSH_I2"
States
{

Deselect:
9C_J A 0
goto DeselectSwap
Select:
9C_J A 0
goto SelectSwap

Ready:
9C_J A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_SPLASHWOMAN)
9C_J A 0 A_GunFlash("Flash.Start",1)
Goto Ready1

AltFire:
9C_J A 0 A_JumpIfInventory("SplashingAboutAmmo",28,"AltFire1")
Goto Ready1
Altfire1:
9C_J A 0 A_JumpIfInventory("CrabHealingAmmo",1,"AltFire2")
9C_J A 1
goto Ready1
AltFire2:
9C_J A 1 offset(0,62)A_GiveInventory("SplashWarbleFlag",1)
9C_J A 1 offset(0,92)A_GiveInventory("SplashSwapFlag",1)
9C_J D 1 offset(0,104)
goto AltfireH
}
}

actor Splashwoman_W3 : Splashwoman_W
{
tag "$TAGC_9C3"
inventory.icon "SPLSH_I3"
States
{

Deselect:
9C_K A 0
goto DeselectSwap
Select:
9C_K A 0
goto SelectSwap

Ready:
9C_K A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_SPLASHWOMAN)
9C_K A 0 A_GunFlash("Flash.Start",1)
Goto Ready1

AltFire:
9C_K A 0 A_JumpIfInventory("SplashingAboutAmmo",28,"AltFire1")
Goto Ready1
Altfire1:
9C_K A 1 offset(0,62)A_GiveInventory("SplashWarbleFlag",1)
9C_K A 1 offset(0,92)A_GiveInventory("SplashSwapFlag",2)
9C_K D 1 offset(0,104)
goto AltfireH
}
}

actor SplashingAboutAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}
actor CrabHealingAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 56
+INVENTORY.IGNORESKILL
}

actor SplashDabbleAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 560
+INVENTORY.IGNORESKILL
}

actor SplashW_AmmoRegenDelay : Inventory
{
inventory.amount 1
inventory.maxamount 28
}

actor SplashDabbleEnd : Inventory{}


actor Splashwoman_Fire_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_PlaySoundEx("weapon/lasertrident","Weapon")
TNT1 A 0 A_JumpIfInventory("PowerSplashSinewyEtudeX",1,2)
TNT1 A 0 A_FireCustomMissile("SplashLaserT_Spawner",0,1,8,0)
stop
TNT1 A 0 A_FireCustomMissile("SplashLaserTSE_Spawner",0,1,8,0)
stop
}
}


actor SplashDabbleAmmo_RC : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("SplashW_FlashAmmo_P")
TNT1 A 0 A_GiveInventory("SplashDabbleAmmo",2+CallACS("core_checkrune",RUNE_RAGE)*2)
stop
}
}

//Healing Regen
actor SplashW_FlashAmmo_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("SplashWarbleFlag",1,3)
TNT1 A 0 A_JumpIfInventory("SplashW_AmmoRegenDelay",28,"Give")
TNT1 A 0 A_GiveInventory("SplashW_AmmoRegenDelay",1)
TNT1 A 0
stop
Give:
TNT1 A 0 A_GiveInventory("CrabHealingAmmo",1+CallACS("core_checkrune",RUNE_RAGE))
TNT1 A 0 A_TakeInventory("SplashW_AmmoRegenDelay")
stop
}
}

actor SplashSwimFlash_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("SplashW_FlashAmmo_P")
TNT1 A 0 A_JumpIfInventory("SplashDabbleAmmo",1,"SwimCheck")
TNT1 A 0 A_GiveInventory("CBM_AviationOff_P")
stop
SwimCheck:
TNT1 A 0 A_JumpIfInventory("HasFeetInWater",1,"Swim")
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,"Swim")
TNT1 A 0 A_JumpIfInventory("PowerBubbleFlood",1,"Swim")//IsUnderBubbleWater
TNT1 A 0 A_GiveInventory("CBM_AviationOff_P")
stop
Swim:
TNT1 A 0 A_TakeInventory("SplashDabbleAmmo",1)
TNT1 A 0 A_TakeInventory("SplashDabbleAmmo",1,1)
TNT1 A 0 A_GiveInventory("CBM_AviationOn_P")
stop
SwimNo:
TNT1 A 0 A_GiveInventory("CBM_AviationOff_P")
stop
}
}
actor SplashSwimFlashEnd_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_TakeInventory("SplashDabbleEnd")
TNT1 A 0 A_TakeInventory("IsTreadingWater")
TNT1 A 0 A_GiveInventory("CBM_AviationOff_P")
stop
}
}

actor SplashWarbleFlag : OnceC{}

actor SplashSwapFlag : Inventory
{
inventory.amount 1
inventory.maxamount 2
}

actor SplashEndSinging : OnceC{}
actor SplashGutsyEtude : OnceC{}

actor SplashAuraBoomDelay : Powerup
{
+INVENTORY.ADDITIVETIME
powerup.duration 5
}

actor SplashAuraBoomDelay_RC : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("PlayerPropertyRage",1,3)
TNT1 AAAA 0 A_GiveInventory("SplashAuraBoomDelay",1)
stop
}
}

actor SplashSingCharge : Inventory
{
inventory.amount 1
inventory.maxamount 14
}

actor SplashSingCutOff : Powerup
{
Powerup.duration 112
}
//Gutsy
actor PowerSplashSinewyEtude : BasePowerDamage
{
powerup.duration 70
damagefactor "normal", 1.35
}
actor PowerSplashSinewyEtudeX : BasePowerDamage
{
powerup.duration 175
damagefactor "normal", 1.35
damagefactor "SplashW_Laser", 1.0
damagefactor "SplashW_Laser2", 1.0
+INVENTORY.ALWAYSPICKUP
}

actor PowerSplashMightyMarch : Powerup//PowerRegeneration
{
powerup.duration 7//70
//Powerup.Strength 4
}
actor PowerSplashMightyMarchX : Powerup//PowerRegeneration
{
powerup.duration 196//160
//Powerup.Strength 4
+INVENTORY.ALWAYSPICKUP
}

actor MightyMarchPainDelay : Powerup
{
Powerup.duration 20
}

actor PowerSplashSwiftSongGiver : PowerApropGiver {}
actor PowerSplashSwiftSong : PowerSpeed
{
powerup.duration 35
Speed 1.0//Speed 1.4
}
actor PowerSplashSwiftSongX : PowerSpeed
{
powerup.duration 175
Speed 1.4
+INVENTORY.ALWAYSPICKUP
}


actor AltfireSingAuraStart_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("VivifyCycle3",2)
TNT1 A 0 A_GiveInventory("SplashSingCutOff",1)
TNT1 A 0 A_TakeInventory("SplashEndSinging")
TNT1 A 0 A_TakeInventory("SplashSingCharge")
TNT1 A 0 A_TakeInventory("SplashingAboutAmmo",2)
TNT1 A 0 A_SpawnItemEx("SplashSingingWarper_H")

TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",2,"Pickup3")
TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",1,"Pickup2")
goto Pickup1
Pickup1:
TNT1 A 0 A_SpawnItemEx("SplashAuraBuff_H1")
TNT1 A 0 A_JumpIfInventory("SplashGutsyEtude",1,"Pickup1.b")
TNT1 A 0 A_PlaySound("weapon/SplashSing1A",4,0.8)
TNT1 A 0 A_GiveInventory("SplashGutsyEtude",1)
stop
Pickup1.b:
TNT1 A 0 A_PlaySound("weapon/SplashSing1B",4,0.8)
TNT1 A 0 A_TakeInventory("SplashGutsyEtude",1)
stop
Pickup2:
TNT1 A 0 A_PlaySound("weapon/SplashSing2",4,0.8)
TNT1 A 0 A_SpawnItemEx("SplashAuraBuff_H2")
stop
Pickup3:
TNT1 A 0 A_PlaySound("weapon/SplashSing3",4,0.8)
TNT1 A 0 A_SpawnItemEx("SplashAuraBuff_H3")
stop
}
}

actor AltfireSingAuraQ_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_TakeInventory("SplashSingCharge",99)
TNT1 A 0 A_GiveInventory("VivifyCycle3",1)
TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",2,"Pickup3")
TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",1,"Pickup2")
goto Pickup1
Pickup1:
TNT1 A 0 A_PlaySound("weapon/SplashSing1Q",4,0.9)
TNT1 A 0 A_GiveInventory("PowerSplashSinewyEtudeX",1)
TNT1 A 0 A_TakeInventory("SplashingAboutAmmo",14)
TNT1 A 0 A_TakeInventory("SplashingAboutAmmo",14,1)
stop
Pickup2:
TNT1 A 0 A_PlaySound("weapon/SplashSing2Q",4,0.9)
TNT1 A 0 A_GiveInventory("PowerSplashMightyMarchX",1)
TNT1 A 0 A_SpawnItemEx("AltfireSingAuraQ2_H")
stop
Pickup3:
TNT1 A 0 A_PlaySound("weapon/SplashSing3Q",4,0.9)
TNT1 A 0 A_GiveInventory("PowerSplashSwiftSongX",1)
TNT1 A 0 A_TakeInventory("SplashingAboutAmmo",14)
TNT1 A 0 A_TakeInventory("SplashingAboutAmmo",14,1)
stop
}
}
actor AltfireSingAuraQ2_H : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetArg(4,1+CallACS("CBM_IsThereBeef")*9)
TNT1 A 0 A_SetArg(2,CallACS("cbm_getTIDPointerhealth",2,1)-CallACS("cbm_getTIDPointerhealth",2,0))//MaxHP-CurrentHP
TNT1 A 1 A_SetArg(3,CallACS("cbm_countinv_acs",92,2))//CrabHealingAmmo
TNT1 A 0 A_JumpIf(Args[2]==0,"Death")
TNT1 A 0 A_JumpIf(Args[3]>28,"SpawnAmmo")
TNT1 A 0 A_JumpIf(Args[2]<Args[3]*Args[4],"SpawnHP")
goto SpawnStart
SpawnAmmo:
TNT1 A 0 A_SetArg(3,28)
TNT1 A 0 A_JumpIf(Args[2]<Args[3]*Args[4],"SpawnHP")
goto SpawnStart
SpawnHP:
TNT1 A 0 A_SetArg(1,Args[2]/Args[4])
TNT1 A 0 A_SetArg(3,Args[2]/Args[4]*(Args[1]>0)+!(Args[1]))
goto SpawnStart
SpawnStart:
TNT1 A 0 A_JumpIf(Args[3]==1,"SpawnStart0")
TNT1 A 0 A_TakeFromTarget("CrabHealingAmmo",Args[3]/2)
TNT1 A 0 A_TakeFromTarget("CrabHealingAmmo",Args[3]/2+Args[3]%2,1)
TNT1 A 0 A_TakeFromTarget("SplashingAboutAmmo",Args[3]/2)
TNT1 A 0 A_TakeFromTarget("SplashingAboutAmmo",Args[3]/2+Args[3]%2,1)
goto SpawnL
SpawnStart0:
TNT1 A 0 A_TakeFromTarget("CrabHealingAmmo",1)
TNT1 A 0 A_TakeFromTarget("SplashingAboutAmmo",1)
goto SpawnL
SpawnL:
TNT1 A 0 A_CountDownArg(3)
TNT1 A 3 A_GiveToTarget("AltfireSingAuraQ2_P",1)
TNT1 A 4 A_JumpIfInTargetInventory("PlayerPropertyRage",1,1)
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
loop
Death:
TNT1 A 2
TNT1 A 1 A_TakeFromTarget("PowerSplashMightyMarchX",99)
stop
}
}
actor AltfireSingAuraQ2_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("CBM_HealThing10_P")
TNT1 AA 0 A_SpawnItemEx("Auto's_DeluxeHealFX",30+random(-2,2)*5,0,random(2,10)*5,momx/4,momy/4,1,random(0,29)*12,8)
stop
}
}


actor AltfireSingAuraEnd_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("SplashSingCutOff",1,"Pickup0")
stop
Pickup0:
TNT1 A 0 A_TakeInventory("SplashSingCutOff",99)
TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",2,"Pickup3")
TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",1,"Pickup2")
goto Pickup1
Pickup1:
TNT1 A 0 A_PlaySound("weapon/SplashSing1C",4,1.0)
stop
Pickup2:
TNT1 A 0 A_PlaySound("weapon/SplashSing2C",4,1.0)
stop
Pickup3:
TNT1 A 0 A_PlaySound("weapon/SplashSing3C",4,1.0)
stop
}
}
actor AltfireSingAuraFX_Pickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",2,"Pickup3")
TNT1 A 0 A_JumpIfInventory("SplashSwapFlag",1,"Pickup2")
goto Pickup1
Pickup1:
TNT1 A 0 A_SpawnItemEx("SplashAura1FX_Helper",0,0,0,0,0,0,0,1)
stop
Pickup2:
TNT1 A 0 A_SpawnItemEx("SplashAura2FX_Helper",0,0,0,0,0,0,0,1)
stop
Pickup3:
TNT1 A 0 A_SpawnItemEx("SplashAura3FX_Helper",0,0,0,0,0,0,0,1)
stop
}
}



actor SplashAuraBuff_H1 : BasicHelper
{
ReactionTime 86
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("AltfireSingAuraFX_Pickup",1)
TNT1 A 1 A_GiveToTarget("Splashwoman_Sing_P1",1)
TNT1 A 0 //A_CountDown
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"DeathEndSing")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("Splashwoman_Sing_P1")
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"DeathEndSing")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
loop
DeathEndSing:
TNT1 A 1 A_TakeFromTarget("PowerSplashSinewyEtude",99)
stop
}
}

actor SplashAuraBuff_H2 : SplashAuraBuff_H1
{
ReactionTime 1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_TakeFromTarget("CrabHealingAmmo",1)
TNT1 A 0 A_GiveToTarget("SplashAuraBuff_H2_FXP",1)
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 //A_CountDown
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")

TNT1 A 0 A_GiveToTarget("SplashAuraBuff_H2_FXP",1)
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")

TNT1 A 0 A_GiveToTarget("SplashAuraBuff_H2_FXP",1)
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")


TNT1 A 0 A_TakeFromTarget("CrabHealingAmmo",1,1)
TNT1 A 0 A_GiveToTarget("SplashAuraBuff_H2_FXP",1)
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 //A_CountDown
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")

TNT1 A 0 A_GiveToTarget("SplashAuraBuff_H2_FXP",1)
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")

TNT1 A 0 A_GiveToTarget("SplashAuraBuff_H2_FXP",1)
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("SplashAuraBuff_H2_P",1)
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"Death")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
loop
}
}
actor SplashAuraBuff_H2_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("CrabHealingAmmo",1,"Pickup2")
stop
Pickup2:
TNT1 A 0 A_GiveInventory("Splashwoman_Sing_P2")
stop
}
}
actor SplashAuraBuff_H2_FXP : SplashAuraBuff_H2_P
{
States
{
Pickup2:
TNT1 A 0 A_GiveInventory("AltfireSingAuraFX_Pickup",1)
stop
}
}

actor SplashAuraBuff_H3 : SplashAuraBuff_H1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("AltfireSingAuraFX_Pickup",1)
TNT1 A 1 A_GiveToTarget("Splashwoman_Sing_P3")
TNT1 A 0 //A_CountDown
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"DeathEndSing")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
TNT1 A 1 A_GiveToTarget("Splashwoman_Sing_P3")
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"DeathEndSing")
TNT1 A 0 A_JumpIf(CallACS("core_targetexists")==0,"Death")
loop
DeathEndSing:
TNT1 A 1 A_TakeFromTarget("PowerSplashSwiftSong",99)
stop
}
}

actor SplashAuraBuff_P1 : CustomInventory
{
States
{
Pickup:
Pickup2:
TNT1 A 0 A_GiveInventory("PowerSplashSinewyEtude",1)
stop
}
}
actor SplashAuraBuff_P1B : SplashAuraBuff_P1{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==0,"Pickup2")stop}}
actor SplashAuraBuff_P1R : SplashAuraBuff_P1{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==1,"Pickup2")stop}}
actor SplashAuraBuff_P1O : SplashAuraBuff_P1{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==2,"Pickup2")stop}}
actor SplashAuraBuff_P1P : SplashAuraBuff_P1{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==3,"Pickup2")stop}}

actor SplashAuraBuff_P2 : CustomInventory
{
States
{
Pickup:
Pickup2:
TNT1 A 0 A_JumpIfInventory("PowerSplashMightyMarch",1,3)
TNT1 A 0 A_GiveInventory("PowerSplashMightyMarch",1)
TNT1 A 0 A_GiveInventory("CBM_HealThing10_P")
TNT1 A 0
stop
}
}
actor SplashAuraBuff_P2B : SplashAuraBuff_P2{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==0,"Pickup2")stop}}
actor SplashAuraBuff_P2R : SplashAuraBuff_P2{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==1,"Pickup2")stop}}
actor SplashAuraBuff_P2O : SplashAuraBuff_P2{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==2,"Pickup2")stop}}
actor SplashAuraBuff_P2P : SplashAuraBuff_P2{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==3,"Pickup2")stop}}

actor SplashAuraBuff_P3 : CustomInventory
{
States
{
Pickup:
Pickup2:
TNT1 A 0 A_GiveInventory("PowerSplashSwiftSongGiver",1)
stop
}
}
actor SplashAuraBuff_P3B : SplashAuraBuff_P3{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==0,"Pickup2")stop}}
actor SplashAuraBuff_P3R : SplashAuraBuff_P3{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==1,"Pickup2")stop}}
actor SplashAuraBuff_P3O : SplashAuraBuff_P3{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==2,"Pickup2")stop}}
actor SplashAuraBuff_P3P : SplashAuraBuff_P3{States{Pickup:TNT1 A 0 A_JumpIf(CallACS("core_getplayerteam",-1)==3,"Pickup2")stop}}


actor SplashSingingWarper_H : BasicWatcher
{
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("SplashSingingWarper_P",1)
stop
}
}//Sync
actor SplashSingingWarper_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("VivifyCycle3",1)
TNT1 A 0 A_SpawnItemEx("SplashSingingWarper",288,0,56,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("SplashSingingWarper",288,0,56,0,0,0,180,1)

TNT1 A 0 A_SpawnItemEx("SplashSingingWarper",288,0,56,0,0,0,90,1)
TNT1 A 0 A_SpawnItemEx("SplashSingingWarper",288,0,56,0,0,0,270,1)
stop
}
}
actor SplashSingingWarper : ShieldWarper_CBM
{
+NOTIMEFREEZE
States
{
//SPLQ MNR 1
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("MM8BDMProjSpawnFuncClient")
TNT1 A 0 A_JumpIf(CallACS("core_checkmode",1)==0,"SpawnDM")
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_clientwarper",93)
Goto Shield
SpawnDM://Don't spawn if DM
TNT1 A 1
stop
Shield:
SPLQ O 0 A_JumpIfInTargetInventory("PlayerPropertyRage",1,"ShieldR1")
SPLQ OOPPQQ 1 A_Warp(AAPTR_TARGET,288,0,56,4,28)
loop
ShieldR1:
SPLQ OPQ 1 A_Warp(AAPTR_TARGET,288,0,56,8,28)
goto Shield
}
}

actor SplashAuraFX_H : BasicExplosion
{
RenderStyle None
}
actor SplashAura1FX_Helper : SplashAuraFX_H
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 0 A_SpawnItemEx("SplashAura1FX",random(16,32),0,random(48,56),random(1,3),0,random(4,5),10*random(0,35),1)
TNT1 A 2
stop
}
}
actor SplashAura1FX_HelperB : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura1FX_B",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura1FX_HelperR : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura1FX_R",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura1FX_HelperO : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura1FX_O",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura1FX_HelperP : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura1FX_P",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}

actor SplashAura2FX_Helper : SplashAuraFX_H
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 0 A_SpawnItemEx("SplashAura2FX",random(16,32),0,random(48,56),random(1,3),0,random(4,5),10*random(0,35),1)
TNT1 A 2
stop
}
}
actor SplashAura2FX_HelperB : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura2FX_B",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura2FX_HelperR : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura2FX_R",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura2FX_HelperO : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura2FX_O",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura2FX_HelperP : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura2FX_P",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}

actor SplashAura3FX_Helper : SplashAuraFX_H
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 0 A_SpawnItemEx("SplashAura3FX",random(16,32),0,random(48,56),random(1,3),0,random(4,5),10*random(0,35),1)
TNT1 A 2
stop
}
}
actor SplashAura3FX_HelperB : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura3FX_B",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura3FX_HelperR : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura3FX_R",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura3FX_HelperO : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura3FX_O",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}
actor SplashAura3FX_HelperP : SplashAuraFX_H{States{Spawn:TNT1 AA 0 A_SpawnItemEx("SplashAura3FX_P",random(32,256),0,random(-64,16),0,0,random(4,5),random(0,359),1)stop}}

actor SplashSelfAuraFX_Helper : SplashAuraFX_H
{
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 0 A_SpawnItemEx("SplashSelfAuraFX",random(16,32),0,random(48,56),random(1,3),0,random(4,5),10*random(0,35),1)
TNT1 A 2
stop
}
}

actor SplashSelfAuraFX : BasicGraphicEffect
{
Speed 30
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(2,"Spawn0")
TNT1 A 0 A_Jump(32,"Spawn3")
TNT1 A 0 A_Jump(128,"Spawn2")
TNT1 A 0 A_Jump(2,"Spawn0")
TNT1 A 0 A_Jump(256,"Spawn1")
goto Spawn0
Spawn0:
SPLR SSSTTT 1 A_FadeOut(0.05)
loop
Spawn1:
TNT1 A 0 A_Jump(64,"Spawn1C")
TNT1 A 0 A_Jump(128,"Spawn1B")
goto Spawn1A
Spawn1A:
SPLR AAABBB 1 A_FadeOut(0.05)
loop
Spawn1B:
SPLR CCCDDD 1 A_FadeOut(0.05)
loop
Spawn1C:
SPLR EEEFFF 1 A_FadeOut(0.05)
loop
Spawn2:
TNT1 A 0 A_Jump(64,"Spawn2C")
TNT1 A 0 A_Jump(128,"Spawn2B")
goto Spawn2A
Spawn2A:
SPLR GGGHHH 1 A_FadeOut(0.05)
loop
Spawn2B:
SPLR IIIJJJ 1 A_FadeOut(0.05)
loop
Spawn2C:
SPLR KKKLLL 1 A_FadeOut(0.05)
loop
Spawn3:
TNT1 A 0 A_Jump(64,"Spawn3C")
TNT1 A 0 A_Jump(128,"Spawn3B")
goto Spawn3A
Spawn3A:
SPLR MMMNNN 1 A_FadeOut(0.05)
loop
Spawn3B:
SPLR OOOPPP 1 A_FadeOut(0.05)
loop
Spawn3C:
SPLR QQQRRR 1 A_FadeOut(0.05)
loop
}
}

actor SplashAura1FX : BasicGraphicEffect
{
Speed 20
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(64,"Spawn3")
TNT1 A 0 A_Jump(128,"Spawn2")
goto Spawn1
Spawn1:
SPLQ AAABBB 1 A_FadeOut(0.05)
loop
Spawn2:
SPLQ CCCDDD 1 A_FadeOut(0.05)
loop
Spawn3:
SPLQ EEEFFF 1 A_FadeOut(0.05)
loop
}
}
actor SplashAura1FX_B : SplashAura1FX{VisibleToTeam 0}
actor SplashAura1FX_R : SplashAura1FX{VisibleToTeam 1}
actor SplashAura1FX_O : SplashAura1FX{VisibleToTeam 2}
actor SplashAura1FX_P : SplashAura1FX{VisibleToTeam 3}

actor SplashAura2FX : BasicGraphicEffect
{
Speed 20
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(64,"Spawn3")
TNT1 A 0 A_Jump(128,"Spawn2")
goto Spawn1
Spawn1:
SPLQ SSSTTT 1 A_FadeOut(0.05)
loop
Spawn2:
SPLQ UUUVVV 1 A_FadeOut(0.05)
loop
Spawn3:
SPLQ WWWXXX 1 A_FadeOut(0.05)
loop
}
}
actor SplashAura2FX_B : SplashAura2FX{VisibleToTeam 0}
actor SplashAura2FX_R : SplashAura2FX{VisibleToTeam 1}
actor SplashAura2FX_O : SplashAura2FX{VisibleToTeam 2}
actor SplashAura2FX_P : SplashAura2FX{VisibleToTeam 3}

actor SplashAura3FX : BasicGraphicEffect
{
Speed 20
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(64,"Spawn3")
TNT1 A 0 A_Jump(128,"Spawn2")
goto Spawn1
Spawn1:
SPLQ GGGHHH 1 A_FadeOut(0.05)
loop
Spawn2:
SPLQ IIIJJJ 1 A_FadeOut(0.05)
loop
Spawn3:
SPLQ KKKLLL 1 A_FadeOut(0.05)
loop
}
}
actor SplashAura3FX_B : SplashAura3FX{VisibleToTeam 0}
actor SplashAura3FX_R : SplashAura3FX{VisibleToTeam 1}
actor SplashAura3FX_O : SplashAura3FX{VisibleToTeam 2}
actor SplashAura3FX_P : SplashAura3FX{VisibleToTeam 3}


actor SplashW_LaserProtect : PowerProtection
{
Powerup.Duration 4
damagefactor "SplashW_Laser", 0.15
}

actor SplashLaserT_Spawner : ProjSpawnFuncActor
{
PROJECTILE
Damagetype "SplashW_Laser"
Obituary "$OB_LASERTRIDENT"
+SKYEXPLODE
+EXPLODEONWATER
+DONTBLAST
+DONTREFLECT
+THRUACTORS
+NOINTERACTION
RenderStyle "None"
ReactionTime 6
Damage (0)
radius 2
height 2
Speed 1
Scale 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,"Spawn2","Spawn3")
TNT1 A 0 A_Jump(256,1,3,5,7,9,11,13,15)
SPLP W 1 A_SpawnItemEx("SplashLaserT_1",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP W 0 A_CountDown
SPLP W 1 A_SpawnItemEx("SplashLaserT_2",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP W 0 A_CountDown
SPLP W 1 A_SpawnItemEx("SplashLaserT_3",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP W 0 A_CountDown
SPLP W 1 A_SpawnItemEx("SplashLaserT_4",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP W 0 A_CountDown
SPLP X 1 A_SpawnItemEx("SplashLaserT_5",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP X 0 A_CountDown
SPLP X 1 A_SpawnItemEx("SplashLaserT_6",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP X 0 A_CountDown
SPLP X 1 A_SpawnItemEx("SplashLaserT_7",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP X 0 A_CountDown
SPLP X 1 A_SpawnItemEx("SplashLaserT_8",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP X 0 A_CountDown
goto Spawn+3
Spawn2:
SPLP WWWWXX 1 A_SpawnItemEx("SplashLaserT_1",0,0,0,momx*50,momy*50,momz*50,0,8+32)
stop
Spawn3:
SPLP XXWWWW 1 A_SpawnItemEx("SplashLaserT_5",0,0,0,momx*50,momy*50,momz*50,0,8+32)
stop
}
}

actor SplashLaserT_0 : ProjSpawnFuncActor
{
var int user_translateLikePlayer;
Mass 10500//Specific color
Translation "192:192=161:161","198:198=74:74"
PROJECTILE
Damagetype "SplashW_Laser"
Obituary "$OB_LASERTRIDENT"
+RIPPER
+DONTREFLECT
//RenderStyle Translucent
//Alpha 0.5
Damage (120)//350
radius 12
height 20
Speed 50
scale 2.5
States
{
Spawn:
TNT1 A 0
Spawn2:
SPLP WWWWXXXX 1
loop
Death:
TNT1 A 1
stop
}
}

actor SplashLaserT_1 : SplashLaserT_0
{
States
{
Spawn:
TNT1 A 0
goto Spawn2+1
}
}
actor SplashLaserT_2 : SplashLaserT_0{States{Spawn:TNT1 A 0
goto Spawn2+2}}
actor SplashLaserT_3 : SplashLaserT_0{States{Spawn:TNT1 A 0
goto Spawn2+3}}
actor SplashLaserT_4 : SplashLaserT_0{States{Spawn:TNT1 A 0
goto Spawn2+4}}
actor SplashLaserT_5 : SplashLaserT_0{States{Spawn:TNT1 A 0
goto Spawn2+5}}
actor SplashLaserT_6 : SplashLaserT_0{States{Spawn:TNT1 A 0
goto Spawn2+6}}
actor SplashLaserT_7 : SplashLaserT_0{States{Spawn:TNT1 A 0
goto Spawn2+7}}
actor SplashLaserT_8 : SplashLaserT_0{States{Spawn:TNT1 A 0
goto Spawn2}}

actor SplashW_Laser2Protect : PowerProtection
{
Powerup.Duration 4
damagefactor "SplashW_Laser2", 0.23
}

actor SplashLaserTSE_Spawner
{
PROJECTILE
Damagetype "SplashW_Laser2"
Obituary "$OB_LASERTRIDENT"
+SKYEXPLODE
+EXPLODEONWATER
+DONTBLAST
+DONTREFLECT
+THRUACTORS
+NOINTERACTION
+BRIGHT
RenderStyle "None"
ReactionTime 7
Damage (0)
radius 2
height 2
Speed 1
Scale 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,"Spawn2","Spawn3")
TNT1 A 0 A_Jump(256,1,3,5,7,9,11)
SPLP Y 1 A_SpawnItemEx("SplashLaserTSE_1",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP Y 0 A_CountDown
SPLP Y 1 A_SpawnItemEx("SplashLaserTSE_2",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP Y 0 A_CountDown
SPLP Y 1 A_SpawnItemEx("SplashLaserTSE_3",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP Y 0 A_CountDown
SPLP Z 1 A_SpawnItemEx("SplashLaserTSE_4",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP Z 0 A_CountDown
SPLP Z 1 A_SpawnItemEx("SplashLaserTSE_5",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP Z 0 A_CountDown
SPLP Z 1 A_SpawnItemEx("SplashLaserTSE_6",0,0,0,momx*50,momy*50,momz*50,0,8+32)
SPLP Z 0 A_CountDown
goto Spawn+3
Spawn2:
SPLP YYYZZZY 1 A_SpawnItemEx("SplashLaserTSE_1",0,0,0,momx*50,momy*50,momz*50,0,8+32)
stop
Spawn3:
SPLP ZZZYYYZ 1 A_SpawnItemEx("SplashLaserTSE_5",0,0,0,momx*50,momy*50,momz*50,0,8+32)
stop
}
}

actor SplashLaserTSE_0 : SplashLaserT_0
{
Translation "250:250=210:210","249:249=41:41"
Damagetype "SplashW_Laser2"
Damage (120)
radius 14
height 20
Speed 60
Scale 3.0
States
{
Spawn:
TNT1 A 0
Spawn2:
SPLP YYYZZZ 1
loop
}
}

actor SplashLaserTSE_1 : SplashLaserTSE_0
{
States
{
Spawn:
TNT1 A 0
goto Spawn2+1
}
}
actor SplashLaserTSE_2 : SplashLaserTSE_0{States{Spawn:TNT1 A 0
goto Spawn2+2}}
actor SplashLaserTSE_3 : SplashLaserTSE_0{States{Spawn:TNT1 A 0
goto Spawn2+3}}
actor SplashLaserTSE_4 : SplashLaserTSE_0{States{Spawn:TNT1 A 0
goto Spawn2+4}}
actor SplashLaserTSE_5 : SplashLaserTSE_0{States{Spawn:TNT1 A 0
goto Spawn2+5}}
actor SplashLaserTSE_6 : SplashLaserTSE_0{States{Spawn:TNT1 A 0
goto Spawn2}}

actor SplashAuraExplode0 : BasicImplosion
{
Damagetype "SplashW_Sing"//SplashLull
Obituary "$OB_SPLASHSING0"
Mass 40
States
{
Spawn:
TNT1 A 0
TNT1 A 3 A_Explode(Mass+CallACS("core_checkrune",RUNE_SPREAD,2)*Mass*2,256,0,0,128)
stop
}
}
actor SplashAuraExplode1 : SplashAuraExplode0
{
Obituary "$OB_SPLASHSING1"
}
actor SplashAuraExplode2 : SplashAuraExplode0
{
Obituary "$OB_SPLASHSING2"
Mass 70//To counteract the healing enemies
}
actor SplashAuraExplode3 : SplashAuraExplode0
{
Obituary "$OB_SPLASHSING3"
}


actor SplashFishSummonFX_Helper : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 0 A_SpawnItemEx("SplashFishSummonFX",random(16,32),0,random(48,56),random(1,3),0,random(4,5),10*random(0,35),1)
TNT1 A 2
stop
}
}

actor SplashFishSummonFX : BasicGraphicEffect
{
Speed 10
States
{
SpawnFrame:
TNT1 A 0
TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3")
goto Spawn1
Spawn1:
SPLP AAABBB 1 A_FadeOut(0.05)
loop
Spawn2:
SPLP CCCDDD 1 A_FadeOut(0.05)
loop
Spawn3:
SPLP EEEFFF 1 A_FadeOut(0.05)
loop
}
}

//cbm_SplashRedFishButtonCheck

actor SplashW_GabgyoTracker_H : BasicHelper
{
var int user_Fishy[63];
Damagetype "SplashW_Sing"
Obituary "$OB_SPLASHSING0"
Height 64
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetArg(0,CallACS("core_gettarget"))
TNT1 A 0 Thing_Remove(-8200+Args[0]*-1)
TNT1 A 0 Thing_ChangeTID(0,-8200+Args[0]*-1)
SpawnL:
TNT1 A 0 A_Warp(2,0,0,0,0,8)
TNT1 A 2 ACS_NamedExecuteAlways("cbm_SplashW_RedFishGiver",0,Args[0],288)
TNT1 A 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
TNT1 A 0 A_JumpIfInTargetInventory("SplashEndSinging",1,"SpawnL2")
loop
SpawnL2:
TNT1 A 10 //ACS_NamedExecuteAlways("",0)
TNT1 A 2
TNT1 A 70//Delay for online??
stop
Death:
TNT1 A 4
stop
}
}

//TNT1 A 0 A_FireCustomMissile("SplashFishSummon1_H",0,0,0,0)
//TNT1 A 0 A_FireCustomMissile("SplashFishSummon2_H",0,0,0,0)
//TNT1 A 0 A_FireCustomMissile("SplashFishSummon3_H",0,0,0,0)
//TNT1 A 0 A_TakeInventory("SplashingAboutAmmo",14,1)

actor SplashFishSummon1_H
{
var int user_A;
PROJECTILE
Damagetype "SplashW_Fish1"
Obituary "$OB_SPLASHFISH1"
+DONTREFLECT
+THRUGHOST
+THRUACTORS
+NOEXPLODEFLOOR
+BOUNCEONFLOORS
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+ALLOWBOUNCEONACTORS
+CANBOUNCEWATER
renderstyle translucent
Alpha 0.0
Damage (0)
Radius 12
Height 12
Speed 15
Scale 0.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_CopyPointerAnglePitch",2,0)//Change pitch to player pitch
TNT1 A 0 A_SetUserVar("user_A",CallACS("cbm_FetchPointerAngle",2)*360.0/256.0*100000.0)//Record player angle
goto Spawn2
Spawn2:
TNT1 A 0 A_JumpIfInventory("CutterFlag",4,"Spawn3")
TNT1 A 1 A_Recoil(1.5)
TNT1 A 0 A_GiveInventory("CutterFlag",1)
loop
Spawn3:
TNT1 A 0 A_Stop
TNT1 A 1 A_GiveInventory("ResyncPickup",1)
goto Spawn4
Spawn4:
SPLP P 0 A_JumpIfInventory("CutterFlag",14,"SpawnEnd")
SPLP P 0 A_SetScale(ScaleX+0.2,ScaleY+0.2)
SPLP P 0 A_FadeIn(0.1)
SPLP P 1 A_GiveInventory("CutterFlag",1)
loop
SpawnEnd:
SPLP T 0 A_SpawnItemEx("SplashFishSummon1",0,0,0,cos(-pitch)*14,0,sin(-pitch)*14,user_A/100000.0,4)
stop
Death:
TNT1 A 0 A_SetScale(3.0,3.0)
NMFX MOABCE 1
stop
}
}

actor SplashFishSummon1//Gabgyo
{
PROJECTILE
Damagetype "SplashW_Fish1"
Obituary "$OB_SPLASHFISH1"
+DONTSEEKINVISIBLE//
+SEEKERMISSILE
reactiontime 10
Damage (180)
radius 12
height 12
Speed 21
scale 2.5
States
{
Spawn:
SPLP MMMNNNMMMNNNOOOPPPOOOPPP 1 A_SeekerMissile(1,4,3,64,3)
SPLP M 0 A_CountDown
loop
Death:
TNT1 A 0 A_SpawnItemEx("SplashFishSummon1FX",0,0,30,0,0,0,0,1)
stop
}
}
actor SplashFishSummon1FX : BasicGraphicEffect
{
Scale 3.0
States
{
SpawnFrame:
NMFX M 0
NMFX MOABCE 1
stop
}
}

actor SplashFishSummon2_H : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SplashFishSummon2_H2",2,0,0,15,0,0,random(10,20),1)
TNT1 A 0 A_SpawnItemEx("SplashFishSummon2_H2",2,0,0,15,0,0,random(-10,-20),1)
TNT1 A 0 A_SpawnItemEx("SplashFishSummon2_H2",2,0,0,15,0,0,random(40,50),1)
TNT1 A 0 A_SpawnItemEx("SplashFishSummon2_H2",2,0,0,15,0,0,random(-40,-50),1)
TNT1 A 2
stop
}
}

actor SplashFishSummon2_H2 : SplashFishSummon1_H
{
Damagetype "SplashW_Fish2"
Obituary "$OB_SPLASHFISH2"
States
{
Spawn:
TNT1 A 2
goto Spawn3
Spawn3:
TNT1 A 0 A_Stop
TNT1 A 1 A_GiveInventory("ResyncPickup",1)
goto Spawn4
Spawn4:
SPLP S 0 A_JumpIfInventory("CutterFlag",10,"SpawnEnd")
SPLP S 0 A_SetScale(ScaleX+0.2,ScaleY+0.2)
SPLP S 0 A_FadeIn(0.1)
SPLP S 1 A_GiveInventory("CutterFlag",1)
loop
SpawnEnd:
SPLP T 0 A_SpawnItemEx("SplashFishSummon2Start",0,0,0,5,0,10,0,1)
stop
Death:
TNT1 A 0 A_SpawnItemEx("SplashFishSummon2Start",0,0,25,0,0,0,0,1)
stop
}
}
actor SplashFishSummon2_H2FX : BasicGraphicEffect
{
States
{
SpawnFrame:
NMFX O 2
NMFX ABCE 3
stop
}
}

actor SplashFishSummon2Start
{
PROJECTILE
Damagetype "SplashW_Fish2"
Obituary "$OB_SPLASHFISH2"
+DONTBLAST
+DONTREFLECT
-NOGRAVITY
//+BOUNCEONFLOORS
+BOUNCEONWALLS
+BOUNCEONCEILINGS
//+ALLOWBOUNCEONACTORS
+CANBOUNCEWATER
+DONTSPLASH
BounceCount 4
Damage (120)
Radius 10
Height 12
speed 40
scale 2.5
States
{
Spawn:
SPLP S 0
SPLP S 2 ThrustThingZ(0,0,0,1)
goto Spawn2
Spawn2:
SPLP QR 4
loop
Death:
SPLP S 0 A_SpawnItemEx("SplashFishSummon2Start2",0,0,5,4,0,0,0,1)
stop
XDeath:
TNT1 A 0 A_SpawnItemEx("SplashFishSummon2DeathFX",0,0,25,0,0,0,0,1)
stop
}
}

actor SplashFishSummon2Start2 : SplashFishSummon2Start
{
States
{
Spawn:
SPLP S 0
SPLP S 4 A_ChangeVelocity(0,0,8,2)//ThrustThingZ(0,32,0,0)
goto Spawn2
Death:
SPLP S 0 A_SpawnItemEx("SplashFishSummon2Start3",0,0,5,3,0,0,0,1)
stop
}
}

actor SplashFishSummon2Start3 : SplashFishSummon2Start
{
States
{
Spawn:
SPLP S 0
SPLP S 2 A_ChangeVelocity(0,0,4,2)//ThrustThingZ(0,16,0,0)
goto Spawn2
Death:
SPLP S 0
SPLP S 0 A_SpawnItemEx("SplashFishSummon2",0,0,0,20,0,0,0,1)
stop
}
}

actor SplashFishSummon2DeathFX : BasicGraphicEffect
{
States
{
SpawnFrame:
NMFX O 2
NMFX ABCE 3
stop
}
}

actor SplashFishSummon2//Claw
{
PROJECTILE
Damagetype "SplashW_Fish2"
Obituary "$OB_SPLASHFISH2"
-NOGRAVITY
+DONTREFLECT
+EXPLODEONWATER
+DONTSPLASH
+NOEXPLODEFLOOR
+STEPMISSILE
maxstepheight 24
BounceFactor 1.0
WallBounceFactor 1.0//0.0
BounceCount 13
reactiontime 20
Damage (120)
Radius 12
Height 12
Speed 20
scale 2.5
States
{
Spawn:
SPLP Q 0
SPLP QR 4
SPLP Q 0 A_CountDown
loop
Death:
TNT1 A 0 A_SpawnItemEx("SplashFishSummon2DeathFX",0,0,25,0,0,0,0,1)
stop
}
}
actor SplashFishSummon2X : SplashFishSummon2
{
BounceCount 2
}

actor SplashFishSummon3_H : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SplashFishSummon3_H2",2,0,0,15,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("SplashFishSummon3_H2",2,0,0,15,random(16,32),random(-4,12),0,1)
TNT1 A 0 A_SpawnItemEx("SplashFishSummon3_H2",2,0,0,15,random(-16,-32),random(-4,12),0,1)
TNT1 A 2
stop
}
}

actor SplashFishSummon3_H2 : SplashFishSummon1_H
{
Obituary "$OB_SPLASHFISH3"
States
{
Spawn3:
TNT1 A 0 A_Stop
TNT1 A 1 A_GiveInventory("ResyncPickup",1)
goto Spawn4
Spawn4:
SPLP T 0 A_JumpIfInventory("CutterFlag",14,"SpawnEnd")
SPLP T 0 A_SetScale(ScaleX+0.2,ScaleY+0.2)
SPLP T 0 A_FadeIn(0.1)
//SPLP T 0 A_FadeIn(0.1)
SPLP T 1 A_GiveInventory("CutterFlag",1)
loop
SpawnEnd:
SPLP T 0 A_SpawnItemEx("SplashFishSummon3",0,0,0,cos(-pitch)*64,0,sin(-pitch)*64,user_A,5)
stop
Death:
NMFX O 1 A_SetScale(2.5,2.5)
NMFX OOO 1 A_SetScale(ScaleX-0.5,ScaleY-0.5)
stop
}
}

actor SplashFishSummon3//Flounders?
{
PROJECTILE
Damagetype "SplashW_Fish3"
Obituary "$OB_SPLASHFISH3"
+SKYEXPLODE
+EXPLODEONWATER
+DONTREFLECT
Damage (20)
radius 12
height 12
Speed 64
scale 2.5
States
{
Spawn:
SPLP TU 6
loop
Death:
TNT1 A 0 A_Explode(150,96,0,0,16)
TNT1 A 0 A_SetScale(2.25,2.25)
TNT1 A 1 A_PlaySoundEx("misc_L/mm3explosion","Weapon")
TNT1 A 0 A_SpawnItemEx("BasicBoom6FX_4_210",0,0,0,0,0,0,0,1+16384)
TNT1 A 1
stop
}
}




actor Splashwoman_Sing_P1 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIfInventory("LightTeamFlag",1,"FireB")
TNT1 A 0 A_JumpIfInventory("WilyTeamFlag",1,"FireR")
TNT1 A 0 A_JumpIfInventory("CossackTeamFlag",1,"FireO")
TNT1 A 0 A_JumpIfInventory("KingTeamFlag",1,"FireP")
TNT1 A 0
goto Done
FireB:
TNT1 A 0 A_SpawnItemEx("SplashAura1FX_HelperB",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P1B",288,2)
goto Done
FireR:
TNT1 A 0 A_SpawnItemEx("SplashAura1FX_HelperR",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P1R",288,2)
goto Done
FireO:
TNT1 A 0 A_SpawnItemEx("SplashAura1FX_HelperO",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P1O",288,2)
goto Done
FireP:
TNT1 A 0 A_SpawnItemEx("SplashAura1FX_HelperP",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P1P",288,2)
goto Done
Done:
TNT1 A 0 A_GiveInventory("SplashAuraBuff_P1",1)
TNT1 A 0 A_JumpIfInventory("SplashAuraBoomDelay",1,"End")
TNT1 A 0 A_GiveInventory("SplashAuraBoomDelay_RC",1)
TNT1 AA 0 A_SpawnItemEx("SplashSelfAuraFX_Helper",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("SplashAuraExplode1",0,0,48)
stop
End:
TNT1 A 0 
stop
}
}
actor Splashwoman_Sing_P2 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIfInventory("LightTeamFlag",1,"FireB")
TNT1 A 0 A_JumpIfInventory("WilyTeamFlag",1,"FireR")
TNT1 A 0 A_JumpIfInventory("CossackTeamFlag",1,"FireO")
TNT1 A 0 A_JumpIfInventory("KingTeamFlag",1,"FireP")
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P2",288,2)
goto Done
FireB:
TNT1 A 0 A_SpawnItemEx("SplashAura2FX_HelperB",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P2",288,2)//SplashAuraBuff_P2B
goto Done
FireR:
TNT1 A 0 A_SpawnItemEx("SplashAura2FX_HelperR",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P2",288,2)//SplashAuraBuff_P2R
goto Done
FireO:
TNT1 A 0 A_SpawnItemEx("SplashAura2FX_HelperO",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P2",288,2)//SplashAuraBuff_P2O
goto Done
FireP:
TNT1 A 0 A_SpawnItemEx("SplashAura2FX_HelperP",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P2",288,2)//SplashAuraBuff_P2P
goto Done
Done:
TNT1 A 0 A_GiveInventory("SplashAuraBuff_P2",1)
TNT1 A 0 A_JumpIfInventory("SplashAuraBoomDelay",1,"End")
TNT1 A 0 A_GiveInventory("SplashAuraBoomDelay_RC",1)
TNT1 AA 0 A_SpawnItemEx("SplashSelfAuraFX_Helper",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("SplashAuraExplode2",0,0,48)
stop
End:
TNT1 A 0
stop
}
}
actor Splashwoman_Sing_P3 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIfInventory("LightTeamFlag",1,"FireB")
TNT1 A 0 A_JumpIfInventory("WilyTeamFlag",1,"FireR")
TNT1 A 0 A_JumpIfInventory("CossackTeamFlag",1,"FireO")
TNT1 A 0 A_JumpIfInventory("KingTeamFlag",1,"FireP")
TNT1 A 0
goto Done
FireB:
TNT1 A 0 A_SpawnItemEx("SplashAura3FX_HelperB",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P3B",288,2)
goto Done
FireR:
TNT1 A 0 A_SpawnItemEx("SplashAura3FX_HelperR",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P3R",288,2)
goto Done
FireO:
TNT1 A 0 A_SpawnItemEx("SplashAura3FX_HelperO",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P3O",288,2)
goto Done
FireP:
TNT1 A 0 A_SpawnItemEx("SplashAura3FX_HelperP",0,0,28,0,0,0,0,1)
TNT1 A 0 A_RadiusGive("SplashAuraBuff_P3P",288,2)
goto Done
Done:
TNT1 A 0 A_GiveInventory("SplashAuraBuff_P3",1)
TNT1 A 0 A_JumpIfInventory("SplashAuraBoomDelay",1,"End")
TNT1 A 0 A_GiveInventory("SplashAuraBoomDelay_RC",1)
TNT1 AA 0 A_SpawnItemEx("SplashSelfAuraFX_Helper",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("SplashAuraExplode3",0,0,48)
stop
End:
TNT1 A 0
stop
}
}

actor Splashwoman_W_NormalBar : NormalBar {Args 228,72}
actor Splashwoman_W_SecondBar : SecondBar {Args 4,106}
actor Splashwoman_W_ScriptBar : ScriptBar {}
actor Splashwoman_W2_NormalBar : NormalBar {Args 228,72}
actor Splashwoman_W2_SecondBar : SecondBar {Args 4,106}
actor Splashwoman_W2_ScriptBar : ScriptBar {}
actor Splashwoman_W3_NormalBar : NormalBar {Args 228,72}
actor Splashwoman_W3_SecondBar : SecondBar {Args 4,106}
actor Splashwoman_W3_ScriptBar : ScriptBar {}