actor Swordman_W : BaseMM8BDMWep_CBM
{
tag "$TAGC_8C"
dropitem "FlameSwordWep"
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Obituary "$OB_FLAMESWORD"
Inventory.Pickupmessage "FLAME SWARD"
weapon.ammotype "OrdersAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_08 C 1
loop

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

Ready:
FHUB A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_SWORDMAN)
FHUB A 0 A_GunFlash("Flash",1)
goto Ready1
Ready1:
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"Ready2")
FHUB A 0 A_GiveInventory("NoFlameFlag",1)
FHUB A 1 A_WeaponReady
loop
Ready2:
TNT1 A 0 A_JumpIfInventory("OrdersAmmo",1,1)
goto NoAmmoBlub
TNT1 A 1 A_WeaponReady
goto Ready1

Fire:
/*
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"blub")
*/

FHUB A 0 A_JumpIfInventory("FlameFlag",1,"SwitchCamera")
FHUB A 0 A_SetArg(0,angle*10000)
FHUB A 0 A_SetArg(1,pitch*10000)
FHUB A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB A 0
FHUB A 0 A_CheckFloor("Fire2")
Goto Fire2a
Fire2:
FHUB B 1 OffSet(20,18)A_FireCustomMissile("FlameSwordB",(Args[0]/10000.0)-angle+50.0,0,-16,0,1,pitch-(Args[1]/10000.0)-10.0)
FHUB C 1 OffSet(1,33)A_FireCustomMissile("FlameSwordB",(Args[0]/10000.0)-angle+25.0,0,-8,0,1,pitch-(Args[1]/10000.0)-5.0)
//FHUB C 0 A_SpawnItemEx("FSSParkSpawnerB",32,0,8,0,0,0,0,1)
FHUB C 1 Offset(50,18)A_FireCustomMissile("FlameSwordB",(Args[0]/10000.0)-angle,0,0,0,1,pitch-(Args[1]/10000.0))
FHUB C 1 OffSet(91,-3)A_FireCustomMissile("FlameSwordB",(Args[0]/10000.0)-angle-25.0,0,8,0,1,pitch-(Args[1]/10000.0)+10.0)
FHUB D 1 OffSet(1,33)A_FireCustomMissile("FlameSwordB",(Args[0]/10000.0)-angle-50.0,0,16,0,1,pitch-(Args[1]/10000.0)+20.0)
FHUB D 1 OffSet(50,33)
TNT1 A 11
FHUB A 2 Offset(11,122)
FHUB A 2 Offset(7,96)
FHUB A 2 Offset(4,74)
FHUB A 2 Offset(2,56)
FHUB A 2 Offset(1,42)
Goto FireEnd
Fire2a:
FHUB E 1 OffSet(-10,10)A_FireCustomMissile("FlameSword2B",(Args[0]/10000.0)-angle-50.0,0,16,0,1,pitch-(Args[1]/10000.0)+20.0)
FHUB F 1 OffSet(1,-4)A_FireCustomMissile("FlameSword2B",(Args[0]/10000.0)-angle-25.0,0,8,0,1,pitch-(Args[1]/10000.0)+10.0)
FHUB F 1 OffSet(-57,11)A_FireCustomMissile("FlameSword2B",(Args[0]/10000.0)-angle,0,0,0,1,pitch-(Args[1]/10000.0))
FHUB F 1 OffSet(-143,29)A_FireCustomMissile("FlameSword2B",(Args[0]/10000.0)-angle+25.0,0,-8,0,1,pitch-(Args[1]/10000.0)-5.0)
FHUB G 1 OffSet(17,21)A_FireCustomMissile("FlameSword2B",(Args[0]/10000.0)-angle+50.0,0,-16,0,1,pitch-(Args[1]/10000.0)-10.0)
FHUB G 1 OffSet(-10,39)
TNT1 A 11
FHUB A 2 Offset(-11,122)
FHUB A 2 Offset(-7,96)
FHUB A 2 Offset(-4,74)
FHUB A 2 Offset(-2,56)
FHUB A 2 Offset(-1,42)
Goto FireEnd
FireEnd:
FHUB A 4 A_WeaponReady(14)
FHUB A 0 A_Refire
goto Ready1

SwitchCamera:
TNT1 A 0 A_JumpIfInventory("CameraFlag",1,"Revert")
TNT1 A 0 ChangeCamera(7200 - TID,0,0)
TNT1 A 10 A_GiveInventory("CameraFlag",1)
goto Ready2
Revert:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 10 ChangeCamera(0,0,0)
goto Ready2

Altfire:
//FHUB A 0 A_JumpIfInventory("FlameFlag",1,"SwitchCamera")
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,"blub")

TNT1 A 0 A_TakeInventory("EndFlameFlag",1)
TNT1 A 0 A_TakeInventory("NoFlameFlag",1)
//TNT1 A 0 A_GiveInventory("FlameFlag",1)
//TNT1 A 0 A_SpawnItemEx("SwordM_Torso",0,0,30,cos(pitch),0,-sin(pitch),0,SXF_MULTIPLYSPEED)//8192
TNT1 A 0 A_FireCustomMissile("SwordM_Torso",0,0,0,-2)
TNT1 A 2
TNT1 A 8 A_GiveInventory("CBM_SwordmanSpeedPowerGiver",1)
goto Ready2
blub:
TNT1 A 0 A_GiveInventory("EndFlameFlag",1)
blub2:
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,"blub2")
blubEnd:
TNT1 A 2 A_TakeInventory("FlameFlag",1)
TNT1 A 2 A_TakeInventory("CBM_SwordmanSpeedPower")
TNT1 A 2 A_TakeInventory("FlameFlag",1)
TNT1 AA 2 A_GiveInventory("NoFlameFlag",1)
TNT1 A 4
FHUB A 2 Offset(0,122)
FHUB A 2 Offset(0,96)
FHUB A 2 Offset(0,74)
FHUB A 2 Offset(0,56)
FHUB A 2 Offset(0,42)
FHUB A 4 A_WeaponReady(14)
goto Ready1
NoAmmoblub:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
goto blub

Flash:
TNT1 A 0 A_JumpIfInventory("PlayerPropertyRage",1,2)
TNT1 AA 1 A_JumpIfInventory("FlameFlag",1,"AmmoDeplete")
TNT1 A 0 A_JumpIfInventory("PlayerPropertyRage",1,2)
TNT1 AA 1 A_JumpIfInventory("FlameFlag",1,"AmmoDeplete")
TNT1 A 0 A_JumpIfInventory("PlayerPropertyRage",1,2)
TNT1 AA 1 A_JumpIfInventory("FlameFlag",1,"AmmoDeplete")
TNT1 A 0 A_JumpIfInventory("PlayerPropertyRage",1,2)
TNT1 AAA 1 A_JumpIfInventory("FlameFlag",1,"AmmoDeplete")
TNT1 A 0 A_GiveInventory("OrdersAmmo",1)
loop
AmmoDeplete:
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_TakeInventory("OrdersAmmo",1)
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 0 A_TakeInventory("OrdersAmmo",1,1)
goto AmmoDeplete

}
}

actor OrdersAmmo : Ammo
{
+INVENTORY.IGNORESKILL
inventory.amount 1
inventory.maxamount 28
}

actor CBM_SwordmanSpeedPowerGiver : PowerApropGiver {}
actor CBM_SwordmanSpeedPower : Base_CBM_PropertyPower {}
/*
actor FlameFlag :  : OnceC{}
*/
actor FlameFlag : PowerUp
{
powerup.duration 150
}

actor NoFlameFlag : OnceC{}
actor EndFlameFlag : OnceC{}
actor SwordmanSyncFlag : PowerUp
{
powerup.duration 10
}


actor SwordLegCramp : Powerup
{
Powerup.Duration 20
}

actor CameraFlag : OnceC {}

actor SwordLegCramp_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("CameraFlag",1,"Yes")
stop
Yes:
TNT1 A 0 A_GiveInventory("SwordLegCramp",1)
stop
}
}

//FHUB V 0 A_ChangeVelocity(cos(pitch)*12,0,-sin(pitch)*12,CVF_RELATIVE|CVF_REPLACE)

actor SwordM_TorsoProtect : PowerProtection
{
Powerup.Duration 5
damagefactor "SwordM_Torso", 0.0
}

actor SwordM_Torso : ProjSpawnFuncActor
{
var int user_translateLikePlayer;
Translation "192:192=219:219","198:198=43:43"
PROJECTILE
//+RIPPER
-MISSILE
+DONTBLAST
+NOBLOCKMONST
+SLIDESONWALLS
+DONTSPLASH
+NODAMAGETHRUST
+DONTREFLECT
//-NOBLOCKMAP
//+SOLID
//-SHOOTABLE

Obituary "$OB_SWORDTORSO"
damagetype "SwordM_Torso"
//Radius 32
//Radius 16
Radius 16//20
//Height 56
Height 26
CameraHeight 18
//activesound "FLAMSWOR"
scale 2.5
damage (0)
//+FORCEXYBILLBOARD
//speed 20
speed 0
Args 0,156//Bonus speed math (TorsoSpeed)
States
{
Spawn:
FHUB V 0// nodelay ACS_NamedExecuteWithResult("core_copytranslation")
FHUB V 0 A_SetArg(3,CallACS("core_checkrune",RUNE_SPREAD,2)*2+1)
FHUB V 0 Thing_ChangeTID(0,7200 - CallACS("core_gettarget"))
//TNT1 A 0
//TNT1 A 0 A_ChangeFlag("SOLID",1)
Loopz:
FHUB V 0 A_GiveToTarget("FlameFlag",1)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB V 1 A_Explode(110*Args[3],68,0,0,8)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB V 1 A_Explode(110*Args[3],68,0,0,8)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB W 1 A_Explode(110*Args[3],68,0,0,8)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB V 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
FHUB W 1 A_Explode(110*Args[3],68,0,0,8)//A_Explode(140,65,0)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB X 1 A_Explode(110*Args[3],68,0,0,8)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB X 1 A_Explode(110*Args[3],68,0,0,8)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB Y 1 A_Explode(110*Args[3],68,0,0,8)
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("SwordM_Torso_P")
FHUB V 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
FHUB Y 1 A_Explode(110*Args[3],68,0,0,8)//A_Explode(140,65,0)

loop
Death:
FHUB V 0
stop
Return:
FHUB V 0 A_ChangeFlag("MISSILE",1)
//FHUB V 0 A_CustomMissile("SwordM_TorsoReturn",0,0,0,0)
FHUB V 0 A_SpawnItemEx("SwordM_TorsoReturn",0,0,0,0,0,0,0,33,0)
stop
}
}


actor SwordM_TorsoDamager : BasicExplosion
{
Obituary "$OB_SWORDTORSO"
damagetype "SwordM_Torso"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(110*Args[3],68,0,0,8)
FHUB HIJKHIJKHIJK 1
stop
}
}


actor SwordM_TorsoReturn : ProjSpawnFuncActor//: SwordM_Torso
{
var int user_translateLikePlayer;
Translation "192:192=219:219","198:198=43:43"
PROJECTILE
Obituary "$OB_SWORDTORSO"
damagetype "SwordM_Torso"
+DONTSPLASH
+HEXENBOUNCE
+RIPPER
+NOTARGETSWITCH
+SKYEXPLODE
//+EXPLODEONWATER
+NOINTERACTION
+SEEKERMISSILE
+DONTREFLECT
ReactionTime 525//1 minute
damage (0)
Radius 8
Height 8
Speed 20
scale 2.5
States
{
Spawn:
FHUB V 0
FHUB V 0 A_SetArg(3,CallACS("core_checkrune",RUNE_SPREAD,2)*2+1)
FHUB V 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
FHUB V 0 A_FaceTarget
goto Spawn4
Spawn4:
FHUB V 0 A_GiveToTarget("FlameFlag",1)
FHUB V 0 A_JumpIfCloser(70,"Returned")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB VV 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB V 1 A_Explode(110*Args[3],68,0,0,8)
FHUB V 0 A_JumpIfCloser(70,"Returned")
FHUB VV 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB V 1 A_Explode(110*Args[3],68,0,0,8)

FHUB W 0 A_JumpIfCloser(70,"Returned")
FHUB W 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB WW 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB W 1 A_Explode(110*Args[3],68,0,0,8)
FHUB W 0 A_JumpIfCloser(70,"Returned")
FHUB WW 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB W 1 A_Explode(110*Args[3],68,0,0,8)//A_Explode(14,65,0)

FHUB X 0 A_JumpIfCloser(70,"Returned")
FHUB X 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB XX 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB X 1 A_Explode(110*Args[3],68,0,0,8)
FHUB X 0 A_JumpIfCloser(70,"Returned")
FHUB XX 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB X 1 A_Explode(110*Args[3],68,0,0,8)

FHUB Y 0 A_JumpIfCloser(70,"Returned")
FHUB Y 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB YY 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB Y 1 A_Explode(110*Args[3],68,0,0,8)
FHUB Y 0 A_JumpIfCloser(70,"Returned")
FHUB YY 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB Y 1 A_Explode(110*Args[3],68,0,0,8)//A_Explode(14,65,0)

FHUB V 0 A_CountDown
FHUB V 0 A_JumpIf(!CallACS("cbm_PointerExists",AAPTR_TARGET),"Death")
loop

Death:
FHUB V 0 A_GiveToTarget("SwordmanSyncFlag",1)
FHUB V 0
FHUB V 1 A_PlaySoundEx("S3_K/MetalSpark","Weapon")
stop
Returned:
FHUB V 0 A_GiveToTarget("SwordmanSyncFlag",1)
FHUB V 0 A_TakeFromTarget("FlameFlag",999)
FHUB V 1 A_PlaySoundEx("weapon/adapterreturn","Body")
stop
}
}

actor SwordM_Torso_P : CustomInventory
{
//156 TorsoSpeed
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_CopyPointerAnglePitch",2,1)
TNT1 A 0 //A_TakeFromTarget("TorsoSpeed",1)
TNT1 A 0 A_JumpIf(Args[1]<1,2)
TNT1 A 0 A_SetArg(1,Args[1]-1)

TNT1 A 0 A_ChangeVelocity(cos(pitch)*(8+Args[1]/13),0,-sin(pitch)*(8+Args[1]/13),3)
TNT1 A 0
stop
}
}

actor SwordM_SwipeProtect : PowerProtection
{
Powerup.Duration 10
damagefactor "SwordM_Swipe", 0.2
}

actor FlameSwordB : ProjSpawnFuncActor
{
PROJECTILE
damagetype "SwordM_Swipe"
Obituary "$OB_FLAMESWORD"//Flame Saber
+THRUACTORS
+EXPLODEONWATER
+BOUNCEONCEILINGS
+BOUNCEONWALLS
+NOEXPLODEFLOOR
BounceFactor 0.01
WallBounceFactor 0.01
RenderStyle None
ReactionTime 1
damage (0)
height 8
radius 8
Speed 1
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetArg(0,angle*100000)
TNT1 A 0 A_ScaleVelocity(26)
TNT1 AAAAAA 1 A_SpawnItemEx("FlameSwordTrailB",0,0,0,10,25,0,Args[0]/100000,1+SXF_ABSOLUTEANGLE)
TNT1 A 1 A_Countdown
wait
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor FlameSwordTrailB : ProjSpawnFuncActor
{
PROJECTILE
damagetype "SwordM_Swipe"
Obituary "$OB_FLAMESWORD"
+FORCEXYBILLBOARD
+BOUNCEONWALLS
+BOUNCEONCEILINGS
//-BOUNCEONFLOORS
+NOEXPLODEFLOOR
+BRIGHT
Bouncecount 2
BounceFactor 1.0
WallBounceFactor 0.01//1.0
damage (190)
radius 8
height 8
Speed 30
scale 2.5 
States
{
Spawn:
FHUB L 0
FHUB L 0 //A_ChangeVelocity(10,-25,0,3)
FHUB LMNLMN 1
stop
}
}

actor FlameSword2B : FlameSwordB
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetArg(0,angle*100000)
TNT1 A 0 A_ScaleVelocity(26)
TNT1 AAAAAA 1 A_SpawnItemEx("FlameSwordTrail2B",0,0,0,10,-25,0,Args[0]/100000,SXF_ABSOLUTEANGLE)
TNT1 A 1 A_Countdown
wait
}
}

actor FlameSwordTrail2B : FlameSwordTrailB
{
damage (190)//200
States
{
Spawn:
FHUB L 0
FHUB L 0 //A_ChangeVelocity(10,25,0,3)
FHUB LMNLMN 1
stop
}
}

actor FlameSwordBitB : BasicGraphicEffectM
{
Translation "192:192=219:219","198:198=43:43"
+THRUACTORS
-NOGRAVITY
+BRIGHT
States
{
Spawn:
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
stop
}
}

actor FSSParkSpawnerB : BasicHelper
{
ReactionTime 9
states
{//Adjusted Xvel speed +5
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(-16, -8),8,random(55,60),random(-15,15),random(0,15))
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),0,8,random(50,60),random(-15,15),random(-15,15))
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(8, 16),8,random(45,60),random(-15,15),random(0,15))
TNT1 A 0 A_CountDown
TNT1 A 1 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(-16, -8),8,random(55,60),random(-15,15),random(0,15))
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),0,8,random(50,60),random(-15,15),random(-15,15))
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(8, 16),8,random(45,60),random(-15,15),random(0,15))
TNT1 A 0 A_CountDown
TNT1 A 1 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(-16, -8),8,random(55,60),random(-15,15),random(0,15))
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),0,8,random(50,60),random(-15,15),random(-15,15))
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(8, 16),8,random(45,60),random(-15,15),random(0,15))
TNT1 A 0 A_CountDown
loop
}
}

actor FlameSwordSparkB : ProjSpawnFuncActor
{
PROJECTILE
damagetype "SwordM_SwipeBit"
Obituary "$OB_FLAMESWORD"
+FORCEXYBILLBOARD
+DONTSPLASH
+BRIGHT
Damage (10)
Radius 2
Height 2
Speed 50
Scale 2.0
States
{
Spawn:
FHUB H 0
FHUB HIJK 1
stop
}
}



actor Swordman_W_NormalBar : NormalBar {Args 248,41}
actor Swordman_W_ScriptBar : ScriptBar {}