actor HeatMan_W : BaseMM8BDMWep_CBM
{
tag "$TAGC_2G"
dropitem "AtomicFireWep"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Obituary "$OB_ATOMICFIRE"
Inventory.Pickupmessage "Power up! Atomic Shield!"
weapon.ammotype "ZippoAmmo"
inventory.icon "HeatIco1"
States
{
Spawn:
C_02 G 1
loop

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

Ready:
HEAA A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_HEATMAN)
goto Ready2
Ready2:
HEAA A 8 A_WeaponReady
HEAA A 0 A_GiveInventory("ZippoAmmo",1)
loop

Fire:
HEAA D 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAA D 0 A_JumpIfInventory("HeatShieldFrame",1,"FireDashBegin")
HEAA D 1 OffSet(0,45)A_JumpIfInventory("PlayerPropertyRage",1,1)
HEAA C 1 OffSet(0,60)
HEAA B 2 OffSet(0,77)
HEAA D 1 OffSet(0,62)A_JumpIfInventory("PlayerPropertyRage",1,1)
HEAA E 1 OffSet(0,44)
HEAA F 1 OffSet(0,23)
HEAA G 2 OffSet(0,23)A_GiveInventory("Heatman_Fire1_P")
HEAA F 6 OffSet(0,23)//A_TakeInventory("ZippoAmmo",35,1)
HEAA E 4 OffSet(0,30)
Goto Ready2

FireDashBegin:
HEAA D 2 OffSet(0,45)
HEAA C 2 OffSet(0,60)ACS_NamedExecuteWithResult("core_chargecolor",DYE_HEATMAN,TCLR_NONE)
HEAA B 2 OffSet(0,77)
HEAA B 0 A_GiveInventory("HeatM_TackleStart_P")
goto FireDash
FireDashAmmo:
HEAA B 0 A_JumpIfInventory("ZippoAmmo",1,"FireDash")
goto FireDashEnd
FireDash:
HEAA B 1 OffSet(0,77)A_GiveInventory("HeatM_Tackling_P")
HEAA B 0 A_SpawnItemEX("HeatAtomicTackleBoom2",0,0,28,momx,momy,momz,0,8)
HEAA B 0 A_ReFire("FireDashAmmo")
goto FireDashEnd
FireDashEnd:
HEAA B 2 OffSet(0,77)A_GiveInventory("HeatM_TackleEnd_P")
HEAA C 0 A_TakeInventory("DynamicArmorDosage")
HEAA C 2 offset(0,88)A_TakeInventory("BasicArmor")
HEAA D 2 offset(0,99)
HEAA A 2 offset(0,88)
HEAA A 2 offset(0,77)
HEAA A 2 offset(0,67)
HEAA A 2 offset(0,58)
HEAA A 2 offset(0,50)
HEAA A 2 offset(0,43)
HEAA A 2 offset(0,37)
Goto Ready2

AltFire:
HEAA H 0 A_GunFlash("Flash.Shield",1)
HEAA H 2 A_GiveInventory("HeatM_AltChargeStart_P")
HEAA H 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop1:
HEAA I 2 A_GiveInventory("HeatM_AltCharge_P1")
HEAA I 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop2:
HEAA I 0 A_JumpIfInventory("ZippoAmmo",0,"Alt_ShieldLoop5")
HEAA I 0 A_JumpIfInventory("ZippoAmmo",50,"Alt_ShieldLoop4")
HEAA I 2 A_GiveInventory("ZippoAmmo",2)
HEAA I 0 A_Refire("Alt_ShieldLoop1")
Goto AltFireEnd
Alt_ShieldLoop3:
HEAA R 0 A_GiveInventory("HeatM_AltCharge_P1")
HEAA R 2 A_WeaponReady(10)
HEAA R 0 A_Refire("Alt_ShieldLoop4")
Goto AltFireEnd
Alt_ShieldLoop4:
HEAA I 0 A_JumpIfInventory("ZippoAmmo",0,"Alt_ShieldLoop5")
HEAA I 0 A_GiveInventory("ZippoAmmo",2)
HEAA I 2 A_WeaponReady(10)
HEAA I 0 A_Refire("Alt_ShieldLoop3")
Goto AltFireEnd
Alt_ShieldLoop5:
HEAA S 0 A_GiveInventory("HeatM_AltCharge_P2")
HEAA S 2 A_WeaponReady(10)
HEAA S 0 A_Refire("Alt_ShieldLoop6")
Goto AltFireEnd
Alt_ShieldLoop6:
HEAA I 0 A_GiveInventory("HeatM_AltCharge_P3")
HEAA I 2 A_WeaponReady(10)
HEAA I 0 A_Refire("Alt_ShieldLoop5")
Goto AltFireEnd
AltFireEnd:
HEAA H 2 A_GiveInventory("HeatM_AltChargeEnd_P")
Goto Ready2

Flash.Shield:
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX1",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
stop
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX1",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
stop
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX2",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
stop
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX2",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"Flash.Shield")
stop
}
}

actor HeatMan_W2 : BaseMM8BDMWep_CBM
{
tag "$TAGC_2G2"
dropitem "AtomicFireWep"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Obituary "$OB_ATOMICFIRE"
Inventory.Pickupmessage "Power up! Atomic Pillar!?"
weapon.ammotype "ZippoAmmo"
inventory.icon "HeatIco0"
States
{
Spawn:
C_02 G 1
loop

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

Ready:
HEAB A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_HEATMAN)
goto Ready2
Ready2:
HEAB A 8 A_WeaponReady
HEAB A 0 A_GiveInventory("ZippoAmmo",1)
loop

Fire:
HEAB O 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAB O 0 A_JumpIfInventory("HeatShieldFrame",1,"FireDashBegin")
HEAB O 2 OffSet(0,40)
HEAB N 2 OffSet(0,50)
HEAB M 2 OffSet(0,54)
HEAB M 2 OffSet(0,44)
HEAB N 2 OffSet(0,41)A_GiveInventory("Heatman_Fire2_P")
HEAB O 2 OffSet(0,29)
HEAB P 2 OffSet(0,17)
HEAB Q 2 OffSet(0,1)
TNT1 A 2
HEAB N 2 offset(0,70)
Goto Ready2

FireDashBegin:
HEAB D 2 OffSet(0,45)
HEAB C 2 OffSet(0,60)ACS_NamedExecuteWithResult("core_chargecolor",DYE_HEATMAN,TCLR_NONE)
HEAB B 2 OffSet(0,77)
HEAB B 0 A_GiveInventory("HeatM_TackleStart_P")
goto FireDash
FireDashAmmo:
HEAB B 0 A_JumpIfInventory("ZippoAmmo",1,"FireDash")
goto FireDashEnd
FireDash:
HEAB B 1 OffSet(0,77)A_GiveInventory("HeatM_Tackling_P")
HEAB B 0 A_SpawnItemEX("HeatAtomicTackleBoom2",0,0,28,momx,momy,momz,0,8)
HEAB B 0 A_ReFire("FireDashAmmo")
goto FireDashEnd
FireDashEnd:
HEAB B 2 OffSet(0,77)A_GiveInventory("HeatM_TackleEnd_P")
HEAB C 0 A_TakeInventory("DynamicArmorDosage")
HEAB C 2 offset(0,88)A_TakeInventory("BasicArmor")
HEAB D 2 offset(0,99)
HEAB A 2 offset(0,88)
HEAB A 2 offset(0,77)
HEAB A 2 offset(0,67)
HEAB A 2 offset(0,58)
HEAB A 2 offset(0,50)
HEAB A 2 offset(0,43)
HEAB A 2 offset(0,37)
Goto Ready2

AltFire:
HEAB H 0 A_GunFlash("Flash.Shield",1)
HEAB H 2 A_GiveInventory("HeatM_AltChargeStart_P")
HEAB H 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop1:
HEAB I 2 A_GiveInventory("HeatM_AltCharge_P1")
HEAB I 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop2:
HEAB I 0 A_JumpIfInventory("ZippoAmmo",0,"Alt_ShieldLoop5")
HEAB I 0 A_JumpIfInventory("ZippoAmmo",50,"Alt_ShieldLoop4")
HEAB I 2 A_GiveInventory("ZippoAmmo",2)
HEAB I 0 A_Refire("Alt_ShieldLoop1")
Goto AltFireEnd
Alt_ShieldLoop3:
HEAB R 0 A_GiveInventory("HeatM_AltCharge_P1")
HEAB R 2 A_WeaponReady(10)
HEAB R 0 A_Refire("Alt_ShieldLoop4")
Goto AltFireEnd
Alt_ShieldLoop4:
HEAB I 0 A_JumpIfInventory("ZippoAmmo",0,"Alt_ShieldLoop5")
HEAB I 0 A_GiveInventory("ZippoAmmo",2)
HEAB I 2 A_WeaponReady(10)
HEAB I 0 A_Refire("Alt_ShieldLoop3")
Goto AltFireEnd
Alt_ShieldLoop5:
HEAB S 0 A_GiveInventory("HeatM_AltCharge_P2")
HEAB S 2 A_WeaponReady(10)
HEAB S 0 A_Refire("Alt_ShieldLoop6")
Goto AltFireEnd
Alt_ShieldLoop6:
HEAB I 0 A_GiveInventory("HeatM_AltCharge_P3")
HEAB I 2 A_WeaponReady(10)
HEAB I 0 A_Refire("Alt_ShieldLoop5")
Goto AltFireEnd
AltFireEnd:
HEAB H 2 A_GiveInventory("HeatM_AltChargeEnd_P")
Goto Ready2

Flash.Shield:
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX1",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX1",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX2",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("Heatman_AuraFX2",0,0,0,momx,momy,momz,0,1+8)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"Flash.Shield")
goto Flash
}
}

actor ZippoAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 200
+INVENTORY.IGNORESKILL
}

actor HeatShieldFrame :OnceC{}
actor HeatmanFlag : OnceC{}

actor Heatman_Fire1_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",200,"F5")
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",150,"F4")
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",100,"F3")
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",50,"F2")
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1",0,0)
stop
F2:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2",0,0)
goto Take
F3:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3",0,0)
goto Take
F4:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4",0,0)
goto Take
F5:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5",0,0)
goto Take
Take:
TNT1 A 0 A_TakeInventory("ZippoAmmo",10)
TNT1 A 0 A_TakeInventory("ZippoAmmo",25,1)
stop

}
}


actor Heatman_Fire2_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("ZippoAmmo",2)
TNT1 A 0 A_FireCustomMissile("HeatBlastS",random(5,-5),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastM",random(7,-7),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastF",random(9,-9),1,0,0)
stop
}
}

actor HeatM_TackleStart_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("core_chargecolor",DYE_HEATMAN,TCLR_NONE)
TNT1 A 0 A_TakeInventory("HeatShieldFrame")
TNT1 A 0 A_ChangeVelocity(44*cos(pitch),0,44*-sin(pitch),3)
TNT1 A 0 ACS_NamedExecuteWithResult("core_nogravityplayer",0,2)
TNT1 A 0 A_SpawnItemEX("HeatAtomicTackleBoom1",0,0,28,momx,momy,momz,0,8)
TNT1 A 0 A_GiveInventory("HeatM_BasicArmor_P",1)
TNT1 A 0 A_GiveInventory("SetDynamicArmorDosage")
TNT1 A 0 //A_ChangeFlag("INVULNERABLE",1)
TNT1 A 0 ACS_NamedExecuteWithResult("core_unsolidplayer",0,USP_TOGGLEON)
TNT1 A 0 //A_GiveInventory("IsInvunFlag",1)
TNT1 A 0 A_GiveInventory("HeatmanFlag",1)
TNT1 A 0 ACS_NamedExecuteWithResult("core_stopplayer",0,1)
TNT1 A 0 A_PlaySoundEx("weapon/heattackle","Weapon")
TNT1 A 0 A_TakeInventory("ZippoAmmo",50,1)
TNT1 A 0 A_SetArg(4,momz*100000)
TNT1 A 0 A_SetArg(3,momy*100000)
TNT1 A 0 A_SetArg(2,momx*100000)
stop
}
}

actor HeatM_Tackling_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(CallACS("cbm_IsDashingDisabled"),2)
TNT1 A 0 A_ChangeVelocity(Args[2]*0.00001,Args[3]*0.00001,Args[4]*0.00001,CVF_REPLACE)
TNT1 A 0 A_TakeInventory("ZippoAmmo",1)
TNT1 A 0 A_TakeInventory("ZippoAmmo",2,1)
stop
}
}

actor HeatM_TackleEnd_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_ChangeVelocity(momx*0.75,momy*0.75,momz*0.50,CVF_REPLACE)
TNT1 A 0 //A_ChangeFlag("INVULNERABLE",0)
TNT1 A 0 ACS_NamedExecuteWithResult("core_unsolidplayer",0,USP_TOGGLEOFF_DAMAGE,CallACS("core_getmaxhealth")/10)
TNT1 A 0 ACS_NamedExecuteWithResult("core_nogravityplayer",0,0)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_HalfHitStunplayer",0,false)
TNT1 A 0 //A_TakeInventory("IsInvunFlag",999)
TNT1 A 0 A_TakeInventory("HeatmanFlag")
TNT1 A 0 ACS_NamedExecuteWithResult("core_stopplayer",0,0)
stop
}
}

actor HeatM_AltChargeStart_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_HalfHitStunplayer",0,true)
TNT1 A 0 A_GiveInventory("HeatShieldFrame",1)
TNT1 A 0 A_PlaySoundEx("weapon/HeatShield","Body")
TNT1 A 0 A_GiveInventory("ZippoAmmo",2)
stop
}
}
actor HeatM_AltChargeEnd_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("core_chargecolor",DYE_HEATMAN,TCLR_NONE)
TNT1 A 0 A_TakeInventory("HeatShieldFrame")
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_HalfHitStunplayer",0,false)
TNT1 A 2 A_TakeInventory("HeatmanFlag")
stop
}
}

actor HeatM_AltCharge_P0 : CustomInventory
{
States
{
Pickup:
Pickup2:
TNT1 A 0 A_GiveInventory("ZippoAmmo",2)
stop
}
}
actor HeatM_AltCharge_P1 : HeatM_AltCharge_P0
{
States
{
Pickup:
TNT1 A 0 A_PlaySoundEx("weapon/HeatShield","Body")
goto Pickup2
}
}

actor HeatM_AltCharge_P2 : HeatM_AltCharge_P0
{
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("core_chargecolor",CLR_ATOMICFIRECRG1+random(0,2),TINT_TCLR1+random(0,2)*4)
//TNT1 A 0 A_Jump(256,1,2,3)
goto Pickup2
TNT1 A 0 ACS_NamedExecuteWithResult("core_chargecolor",CLR_ATOMICFIRECRG1,TINT_TCLR1)//TCLR_ATOMICFIRE_CHARGE1
goto Pickup2
TNT1 A 0 ACS_NamedExecuteWithResult("core_chargecolor",CLR_ATOMICFIRECRG2,TINT_TCLR2)
goto Pickup2
TNT1 A 0 ACS_NamedExecuteWithResult("core_chargecolor",CLR_ATOMICFIRECRG3,TINT_TCLR3)
goto Pickup2
}
}
actor HeatM_AltCharge_P3 : HeatM_AltCharge_P0
{
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("core_chargecolor",DYE_HEATMAN,TCLR_NONE)
TNT1 A 0 A_PlaySoundEx("weapon/HeatShield3","Body")
goto Pickup2
}
}

actor Heatman_AuraFX1 : BasicGraphicEffect
{
+NOTIMEFREEZE
+BRIGHT
States
{
SpawnFrame:
HEAP S 1
stop
}
}
actor Heatman_AuraFX2 : Heatman_AuraFX1
{
States
{
SpawnFrame:
HEAP T 1
stop
}
}

actor HeatBlastS : ProjSpawnFuncActor
{
PROJECTILE
damagetype "HeatM_Toss"
Obituary "$OB_ATOMICFIRE"
-NOGRAVITY
+SKYEXPLODE
+EXPLODEONWATER
+BRIGHT
Damage (70)
Radius 7
Height 6
speed 28
Scale 2.5
States
{
Spawn:
HEAP A 0
HEAP A 0 A_ChangeVelocity(0,0,4)
HEAP AAABBBCCC 1
goto Spawn+2
XDeath:
Crash:
TNT1 A 0
stop
Death:
TNT1 A 0 A_JumpIf(CeilingZ - FloorZ <=48 , "FireCheckOnly")
TNT1 A 0 A_SpawnItemEx("HeatPillarFall")
stop
FireCheckOnly:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,-16)
stop
}
}

actor HeatBlastM : HeatBlastS{speed 34}
actor HeatBlastF : HeatBlastS{speed 38}


actor HeatPillarFall : HeatBlastS
{
+NOEXPLODEFLOOR
Obituary "$OB_ATOMICFIRE"
damagetype "HeatM_Pillar"
Damage (70)
Speed 0
States
{
Spawn:
HEAP A 0 
HEAP AAABBBCCC 1 A_JumpIf(z-floorz<7,"FlameStart")
loop
FlameStart:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
TNT1 A 0 A_SpawnItemEx("HeatPillar1")
stop
Death:
TNT1 A 0 
stop
}
}

actor HeatPillar1 : HeatPillarFall
{
+NOGRAVITY
+FLOORHUGGER
Damage (20)
Height 20
States
{
Spawn:
TNT1 A 0
HEAP D 2
HEAP D 1 A_SpawnItemEx("HeatPillar2")
HEAP EFDEFDEFDEFDEFDEFD 3
stop
}
}

actor HeatPillar2 : HeatPillar1
{
Height 40
States
{
Spawn:
TNT1 A 0
HEAP H 2
HEAP H 1 A_SpawnItemEx("HeatPillar3")
HEAP IGHIGHIGHIGHIGHIG 3
stop
}
}

actor HeatPillar3 : HeatPillar1
{
Height 60
States
{
Spawn:
TNT1 A 0
HEAP L 2
HEAP L 1 A_SpawnItemEx("HeatPillar4")
HEAP JKLJKLJKLJKLJKLJ 3
stop
}
}

actor HeatPillar4 : HeatPillar1
{
Height 80
States
{
Spawn:
TNT1 A 0
HEAP M 2
HEAP M 1 A_SpawnItemEx("HeatPillar5")
HEAP NOMNOMNOMNOMNOM 3
stop
}
}

actor HeatPillar5 : HeatPillar1
{
Height 100
States
{
Spawn:
TNT1 A 0
HEAP QRPQRPQRPQRQRP 3
stop
}
}

actor HeatAtomicTackleBoom1 : BasicImplosion
{
damagetype "HeatM_Tackle"
Obituary "$OB_ATOMICTACKLE"
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(120+CallACS("core_checkrune",RUNE_SPREAD,2)*240,96,0,0,24)
stop
}
}

actor HeatAtomicTackleBoom2 : BasicExplosion
{
damagetype "HeatM_Tackle"
Obituary "$OB_ATOMICTACKLE"
States
{
Spawn:
TNT1 A 0//A_Explode(70,116,0,0,8)
TNT1 A 0 A_SpawnItemEX("HeatAtomicTackleFX",0,0,4,0,0,0,0,1)
TNT1 A 2 A_Explode((CallACS("cbm_getplayervelocity",30,1)*2.34+10)*(CallACS("core_checkrune",RUNE_SPREAD,2)*2+1),116,0,0,24)
stop
}
}

actor HeatAtomicTackleFX : BasicGraphicEffect
{
+BRIGHT
States
{
SpawnFrame:
TNT1 A 1
HEAP UVW 5
stop
}
}

actor HeatTackleShot1 : ProjSpawnFuncActor
{
PROJECTILE
damagetype "HeatM_Shot"
Obituary "$OB_ATOMICFIRE"
+FORCEXYBILLBOARD
+BRIGHT
damage (150)
Radius 6
Height 6
speed 40
scale 2.5
States
{
Spawn:
HEAT AB 3
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor HeatTackleShot2 : HeatTackleShot1
{
damage (200)
Radius 8
Height 8
speed 41
States
{
Spawn:
HEAT DAB 3
loop
}
}

actor HeatTackleShot3 : HeatTackleShot1
{
damage (250)
Radius 10
Height 10
speed 42
States
{
Spawn:
HEAT DCA 3
loop
}
}

actor HeatTackleShot4 : HeatTackleShot1
{
damage (300)
Radius 13
Height 13
speed 43
States
{
Spawn:
HEAT FCD 3
loop
}
}

actor HeatTackleShot5 : HeatTackleShot1
{
damage (350)
Radius 18
Height 18
speed 44
States
{
Spawn:
HEAT FED 3
loop
}
}


actor HeatMan_W_NormalBar : NormalBar {Args 229,41}
actor HeatMan_W_ScriptBar : ScriptBar {}
actor HeatMan_W2_NormalBar : NormalBar {Args 229,41}