#include "actors/Megaman0/AutoBolterBloatCode.txt"

#include "actors/ProjectilePickups.txt"

#include "actors/Megaman0/MaestroGuts.txt"
#include "actors/Megaman0/MaestroCustom.txt"
#include "actors/Megaman0/MaestroShield.txt"


#include "actors/Megaman/YellowDevil.txt"
#include "actors/Megaman/YellowEyeBoss.txt"

//#include "actors/Megaman3/Breakman.txt"
//#include "actors/Wep/Megaman3/BreakBusterBoss.txt"

#include "actors/Megaman5/CrystalEyeBloatCode.txt"

#include "actors/Megaman10/Strikeman.txt"
#include "actors/Megaman10/ReboundStrikeBoss.txt"
#include "actors/Megaman10/ReboundStrikeBloatCode.txt"
#include "actors/Megaman10/SolarBlazeBloatCode.txt"

#include "actors/Megaman10/Sheepman.txt"
#include "actors/Megaman10/ThunderWoolBoss.txt"
#include "actors/Megaman10/ThunderWoolBloatCode.txt"

#include "actors/MegamanV/SparkChaserBloatCode.txt"

#include "actors/MegamanV/Saturn.txt"
#include "actors/MegamanV/BlackHoleBoss.txt"

#include "actors/MegamanV/Sunstar.txt"
#include "actors/MegamanV/NovaBeamBoss.txt"
#include "actors/CopyWep/NovaBeam.txt"

//MM11
#include "actors/Megaman11/Blockman.txt"
#include "actors/Megaman11/BlockDropperBoss.txt" 
#include "actors/copywep/BlockDropper.txt"

#include "actors/Megaman11/Fuseman.txt"
#include "actors/Megaman11/ScrambleThunderBoss.txt"
#include "actors/Copywep/ScrambleThunder.txt"

#include "actors/Megaman11/Blastman.txt"
#include "actors/Megaman11/ChainBlastBoss.txt"
#include "actors/Copywep/ChainBlast.txt"

#include "actors/Megaman11/Acidman.txt"
#include "actors/Megaman11/AcidBarrierBoss.txt"
#include "actors/Copywep/AcidBarrier.txt"

#include "actors/Megaman11/Tundraman.txt"
#include "actors/Megaman11/TundraStormBoss.txt"
#include "actors/copywep/TundraStorm.txt"

#include "actors/Megaman11/Torchman.txt"
#include "actors/Megaman11/BlazingTorchBoss.txt"
#include "actors/Copywep/BlazingTorch.txt"

#include "actors/Megaman11/Impactman.txt"
#include "actors/Megaman11/PileDriverBoss.txt"
#include "actors/copywep/PileDriver.txt"

#include "actors/Megaman11/Bounceman.txt"
#include "actors/Megaman11/BounceBallBoss.txt"
#include "actors/copywep/BounceBall.txt"


#include "actors/copywepvisibility.txt"

actor AboveDecimalHP : Inventory
{
inventory.amount 1
inventory.maxamount 0x7FFFFFFD
}
actor BelowDecimalHP : AboveDecimalHP {}
actor AboveDecimalArmor : AboveDecimalHP {}
actor BelowDecimalArmor : AboveDecimalHP {}

//thank you clock

actor SpringBoxTrapUEC replaces SpringBoxTrap
{
+MISSILE
+RIPPER
+NOGRAVITY
+DONTBLAST
+THRUGHOST
+FORCEYBILLBOARD
+DONTREFLECT
+THRUACTORS
Damage (0)
damagetype "FlingDamage"
Scale 2.5
Radius 32
Height 128
States
{
Spawn:
SBOX A 0
SBOX A 2 A_SpawnItemEx("SpringBoxExplodeUEC", 0, 0, 16)
SBOX BC 2
SBOX D 5 A_SpawnItemEx("SpringBoxExplodeUEC", 0, 0, 32)
SBOX E 5 A_SpawnItemEx("SpringBoxExplodeUEC", 0, 0, 48)
SBOX D 20
SBOX CBA 2 
stop
}
}

actor SpringBoxExplodeUEC : SpringBoxTrapUEC
{
-RIPPER
Damage (5)
States
{
Spawn:
TNT1 A 0
BASB A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)
TNT1 A 1 A_Detonate
stop
}
}

Actor ThunderClawPegGondola replaces ThunderClawPeg
{
//$Category MM8BDM-Interactive Props
//$Arg0 Chain
//$Arg0Enum { 0 = "Chain"; 1 = "No Chain"; }
//$Arg0Type 11
//$NotAngled
+SHOOTABLE
+NOTAUTOAIMED
+NODAMAGE
+NODAMAGETHRUST
+NOGRAVITY
+NOBLOOD
+QUICKTORETALIATE
+FORCEXYBILLBOARD
+CANTSEEK
Health 9999
Mass 99999
Height 32
Radius 16
Speed 0
painchance 256
damagefactor "Normal", 0.0
damagefactor "ThunderClaw", 1.0
damagefactor "ThunderClawPegHelp", 1.0
damagefactor "ThunderClawHit", 1.0
damagefactor "ClownM_Claw", 1.0
damagefactor "PlantM_Vine", 1.0
Scale 2.5
States
{
Spawn:
THOO A 0
THOO A 0 A_SpawnItemEx("MapPegOpenGLHelper")
THOO A 0 A_JumpIf(ceilingz - z < 16, "Spawn2")
THOO A 0 A_JumpIf(Args[0]>0, "Spawn2")
THOO A 1 A_SpawnItemEx("PegChain",0,0,-4,0,0,25)
Spawn2:
TNT1 A 1
loop
Pain.ThunderClawHit:
Pain.ThunderClaw:
Pain.ThunderClawPegHelp:
Pain.ClownM_Claw:
Pain.PlantM_Vine:
THOO A 0 A_ChangeFlag(SHOOTABLE, false)
TNT1 A 1 ACS_ExecuteAlways(248, 0, 70)
//TNT1 A 1 A_TakeFromTarget("YoGeekyAmmo",75)
THOO A 0 A_ClearTarget
THOO A 0 A_ChangeFlag(SHOOTABLE, true)
Goto Spawn2
}
}

actor SolidOn : CustomInventory
{
	States
	{
		Pickup:
			TNT1 A 0 A_ChangeFlag(SOLID, true)
			stop
	}
}

actor MapPegOpenGLHelper : BasicHelper
{
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 5 A_JumpIf(ACS_NamedExecuteWithResult("UEC OpenGL Check")==1,"Spawn2")
goto Spawn3
Spawn2:
TNT1 A 1 A_SpawnItemEx("MapPeggFXOpenGL",0,0,0,0,0,0,0,1)
stop
Spawn3:
TNT1 A 1 A_SpawnItemEx("MapPeggFX",0,0,0,0,0,0,0,1)
stop
Death:
TNT1 A 0
stop
}
} 

actor MapPeggFX
{
+NOINTERACTION
+CLIENTSIDEONLY
-SOLID
+NOGRAVITY
Height 1
Radius 1
Scale 2.5
States
{
Spawn:
TNT1 A 0
THOO A 2
wait
}
}

actor MapPeggFXOpenGL
{
+NOINTERACTION
+CLIENTSIDEONLY
-SOLID
+NOGRAVITY
Height 1
Radius 1
Scale 2.5
States
{
Spawn:
TNT1 A 0
THOO U 2
wait
}
}

actor AllyVisualFunc : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("AllyHealthBarFunc2")
TNT1 A 0 A_SpawnItemEx("AllyScrewBarFunc2")
stop
}
}

actor VisualFunc2
{
Height 0
Radius 0
+NOINTERACTION
+NOCLIP
PROJECTILE
+CLIENTSIDEONLY
}

actor BaseVisual 
{
PROJECTILE
speed 100
Height 0
Radius 0
+NOCLIP
+NOINTERACTION
+FORCEXYBILLBOARD
scale 2.5
RenderStyle "Translucent"
Alpha 0.6
+CLIENTSIDEONLY
states
{
Spawn:
TNT1 A 0
TNT1 A 1
stop
}
}

actor AllyHealthBarFunc2 : VisualFunc2
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("AllyHealthBar_Check")&&(CallACS("GetTargetHealth")>0),"Spawn2")
TNT1 A 1
stop
Spawn2:
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<7, "Health1")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<14, "Health2")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<21, "Health3")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<27, "Health4")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<34, "Health5")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<41, "Health6")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<47, "Health7")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<54, "Health8")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<61, "Health9")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<67, "Health10")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<74, "Health11")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<81, "Health12")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<87, "Health13")
TNT1 A 0 A_JumpIf(CallACS("GetTargetHealthPercent")<94, "Health14")
goto Health15
Health1:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar1")
stop
Health2:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar2")
stop
Health3:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar3")
stop
Health4:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar4")
stop
Health5:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar5")
stop
Health6:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar6")
stop
Health7:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar7")
stop
Health8:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar8")
stop
Health9:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar9")
stop
Health10:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar10")
stop
Health11:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar11")
stop
Health12:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar12")
stop
Health13:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar13")
stop
Health14:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar14")
stop
Health15:
TNT1 A 0 A_GiveToTarget("SpawnHealthBar15")
stop
}
}

actor SpawnHealthBar1 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar1", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar2 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar2", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar3 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar3", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar4 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar4", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar5 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar5", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar6 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar6", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar7 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar7", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar8 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar8", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar9 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar9", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar10 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar10", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar11 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar11", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar12 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar12", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar13 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar13", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar14 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar14", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnHealthBar15 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("HealthBar15", -momx, -momy, -momz+height*7/4, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor HealthBar1 : BaseVisual
{
States
{
Spawn:
EPCE P 0
Spawn2:
"----" A 1
stop
}
}

actor HealthBar2 : HealthBar1 { states { Spawn: EPCE O 0
goto Spawn2 }}
actor HealthBar3 : HealthBar1 { states { Spawn: EPCE N 0
goto Spawn2 }}
actor HealthBar4 : HealthBar1 { states { Spawn: EPCE M 0
goto Spawn2 }}
actor HealthBar5 : HealthBar1 { states { Spawn: EPCE L 0
goto Spawn2 }}
actor HealthBar6 : HealthBar1 { states { Spawn: EPCE K 0
goto Spawn2 }}
actor HealthBar7 : HealthBar1 { states { Spawn: EPCE J 0
goto Spawn2 }}
actor HealthBar8 : HealthBar1 { states { Spawn: EPCE I 0
goto Spawn2 }}
actor HealthBar9 : HealthBar1 { states { Spawn: EPCE H 0
goto Spawn2 }}
actor HealthBar10 : HealthBar1 { states { Spawn: EPCE G 0
goto Spawn2 }}
actor HealthBar11 : HealthBar1 { states { Spawn: EPCE F 0
goto Spawn2 }}
actor HealthBar12 : HealthBar1 { states { Spawn: EPCE E 0
goto Spawn2 }}
actor HealthBar13 : HealthBar1 { states { Spawn: EPCE D 0
goto Spawn2 }}
actor HealthBar14 : HealthBar1 { states { Spawn: EPCE C 0
goto Spawn2 }}
actor HealthBar15 : HealthBar1 { states { Spawn: EPCE B 0
goto Spawn2 }}


actor AllyScrewBarFunc2 : VisualFunc2
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("AllyHealthBar_Check")&&CallACS("ScrewUser_Check")&&(CallACS("GetTargetHealth")>0),"Spawn2")
TNT1 A 1
stop
Spawn2:
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<7, "Screw1")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<14, "Screw2")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<21, "Screw3")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<27, "Screw4")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<34, "Screw5")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<41, "Screw6")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<47, "Screw7")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<54, "Screw8")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<61, "Screw9")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<67, "Screw10")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<74, "Screw11")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<81, "Screw12")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<87, "Screw13")
TNT1 A 0 A_JumpIf(CallACS("GetTargetScrewPercent")<94, "Screw14")
goto Screw15
Screw1:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar1")
stop
Screw2:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar2")
stop
Screw3:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar3")
stop
Screw4:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar4")
stop
Screw5:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar5")
stop
Screw6:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar6")
stop
Screw7:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar7")
stop
Screw8:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar8")
stop
Screw9:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar9")
stop
Screw10:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar10")
stop
Screw11:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar11")
stop
Screw12:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar12")
stop
Screw13:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar13")
stop
Screw14:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar14")
stop
Screw15:
TNT1 A 0 A_GiveToTarget("SpawnScrewBar15")
stop
}
}

actor SpawnScrewBar1 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar1", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar2 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar2", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar3 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar3", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar4 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar4", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar5 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar5", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar6 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar6", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar7 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar7", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar8 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar8", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar9 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar9", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar10 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar10", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar11 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar11", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar12 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar12", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar13 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar13", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar14 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar14", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor SpawnScrewBar15 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ScrewBar15", -momx, -momy, -momz+height*7/4-12.5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERTRANSLATION, 0)
stop
}
}

actor ScrewBar1 : BaseVisual
{
States
{
Spawn:
EPC1 P 0
Spawn2:
"----" A 1
stop
}
}

actor ScrewBar2 : ScrewBar1 { states { Spawn: EPC1 O 0
goto Spawn2 }}
actor ScrewBar3 : ScrewBar1 { states { Spawn: EPC1 N 0
goto Spawn2 }}
actor ScrewBar4 : ScrewBar1 { states { Spawn: EPC1 M 0
goto Spawn2 }}
actor ScrewBar5 : ScrewBar1 { states { Spawn: EPC1 L 0
goto Spawn2 }}
actor ScrewBar6 : ScrewBar1 { states { Spawn: EPC1 K 0
goto Spawn2 }}
actor ScrewBar7 : ScrewBar1 { states { Spawn: EPC1 J 0
goto Spawn2 }}
actor ScrewBar8 : ScrewBar1 { states { Spawn: EPC1 I 0
goto Spawn2 }}
actor ScrewBar9 : ScrewBar1 { states { Spawn: EPC1 H 0
goto Spawn2 }}
actor ScrewBar10 : ScrewBar1 { states { Spawn: EPC1 G 0
goto Spawn2 }}
actor ScrewBar11 : ScrewBar1 { states { Spawn: EPC1 F 0
goto Spawn2 }}
actor ScrewBar12 : ScrewBar1 { states { Spawn: EPC1 E 0
goto Spawn2 }}
actor ScrewBar13 : ScrewBar1 { states { Spawn: EPC1 D 0
goto Spawn2 }}
actor ScrewBar14 : ScrewBar1 { states { Spawn: EPC1 C 0
goto Spawn2 }}
actor ScrewBar15 : ScrewBar1 { states { Spawn: EPC1 B 0
goto Spawn2 }}

actor Death_MapMarker_D : MapMarker
{
height 0
radius 0
+CLIENTSIDEONLY
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
_MM1 [ 175
stop
}
}
actor Death_MapMarker_0 : Death_MapMarker_D {translation "4:4=205:205"}
actor Death_MapMarker_1 : Death_MapMarker_D {translation "4:4=171:171"}
actor Death_MapMarker_2 : Death_MapMarker_D {translation "4:4=104:104"}
actor Death_MapMarker_3 : Death_MapMarker_D {translation "4:4=229:229"}

actor Directional_MapMarker_D : MapMarker
{
height 0
radius 0
+CLIENTSIDEONLY
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
_MM1 ] 2
stop
}
}
actor Directional_MapMarker_0 : Directional_MapMarker_D {translation "4:4=205:205"}
actor Directional_MapMarker_1 : Directional_MapMarker_D {translation "4:4=171:171"}
actor Directional_MapMarker_2 : Directional_MapMarker_D {translation "4:4=104:104"}
actor Directional_MapMarker_3 : Directional_MapMarker_D {translation "4:4=229:229"}
actor SpawnDirectionalMapMarkerD : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*2, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*2, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*3, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*3, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*4, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*4, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*5, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*5, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*6, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*6, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*7, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*7, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*8, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*8, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*9, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*9, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*10, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_D", 16*10, 0, 0, 0, 0, 0, -45)
stop
}
}
actor SpawnDirectionalMapMarker0 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*2, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*2, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*3, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*3, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*4, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*4, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*5, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*5, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*6, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*6, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*7, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*7, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*8, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*8, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*9, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*9, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*10, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_0", 16*10, 0, 0, 0, 0, 0, -45)
stop
}
}
actor SpawnDirectionalMapMarker1 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*2, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*2, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*3, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*3, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*4, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*4, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*5, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*5, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*6, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*6, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*7, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*7, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*8, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*8, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*9, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*9, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*10, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_1", 16*10, 0, 0, 0, 0, 0, -45)
stop
}
}
actor SpawnDirectionalMapMarker2 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*2, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*2, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*3, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*3, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*4, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*4, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*5, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*5, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*6, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*6, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*7, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*7, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*8, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*8, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*9, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*9, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*10, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_2", 16*10, 0, 0, 0, 0, 0, -45)
stop
}
}
actor SpawnDirectionalMapMarker3 : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*2, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*2, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*3, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*3, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*4, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*4, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*5, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*5, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*6, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*6, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*7, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*7, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*8, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*8, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*9, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*9, 0, 0, 0, 0, 0, -45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*10, 0, 0, 0, 0, 0, 45)
TNT1 A 0 A_SpawnItemEx("Directional_MapMarker_3", 16*10, 0, 0, 0, 0, 0, -45)
stop
}
}

actor Maestro_MapMarker_D : MapMarker
{
height 0
radius 0
translation "192:192=229:229", "198:198=128:128"
+CLIENTSIDEONLY
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
_MM1 A 2
stop
}
}
actor Maestro_MapMarker_0 : Maestro_MapMarker_D {translation "192:192=205:205", "198:198=74:74"}
actor Maestro_MapMarker_1 : Maestro_MapMarker_D {translation "192:192=171:171", "198:198=41:41"}
actor Maestro_MapMarker_2 : Maestro_MapMarker_D {translation "192:192=104:104", "198:198=128:128"}
actor Maestro_MapMarker_3 : Maestro_MapMarker_D {translation "192:192=229:229", "198:198=232:232"}

#include "MAPICONS.txt"

actor IsVeryMuchDuoFlag : Inventory {}

actor GibusCredit : CustomInventory
{
scale 2.5
+FLOATBOB
States
{
Spawn:
GIBB AA 0 
SpawnLoop:
GIBB A 0 A_SetAngle(angle-10)
GIBB A 1 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
loop
Pickup:
GIBB A 0 A_PlaySound("misc/secret")
GIBB A 0 A_Log("\cfThank you for playing my game! \c[gibusgold]-Pr. Fly 3/30/25")
GIBB A 0 A_SpawnItemEX("TheMaddestHat",0,0,52,0,0,0,0,1)
stop
}
}

actor TheMaddestHat
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+DONTREFLECT
+NOTIMEFREEZE
+MISSILE
+BRIGHT
scale 2.5
States
{
Spawn:
GIBB A 0 A_JumpIfInTargetInventory("BlockGolemBoss",1,"GolemSpawn")
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,0,0,72,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_JumpIfInTargetInventory("BlockGolemBoss",1,"GolemSpawn")
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,0,0,72,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_JumpIfInTargetInventory("BlockGolemBoss",1,"GolemSpawn")
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,0,0,72,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_JumpIfInTargetInventory("BlockGolemBoss",1,"GolemSpawn")
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,0,0,72,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_JumpIfInTargetInventory("BlockGolemBoss",1,"GolemSpawn")
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,0,0,72,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
HSN8 I 0 A_PlaySoundEx("weapon/searchshot","Weapon")
GIBB A 0 A_GiveToTarget("SearchmanMain5_CI")
loop
GolemSpawn:
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,-20,0,130,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,-20,0,130,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,-20,0,130,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,-20,0,130,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
GIBB A 0 A_SpawnItemEx("GoldenNapalmBombFX",random(-16,16),random(-16,16),random(22,34),0,0,0,0,0)
GIBB A 1 A_Warp(AAPTR_TARGET,-20,0,130,180,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
HSN8 I 0 A_PlaySoundEx("weapon/searchshot","Weapon")
GIBB A 0 A_GiveToTarget("SearchmanMain5_CI")
goto Spawn
Death:
TNT1 A 0
stop
}
}

actor PBMug_MegamanC {}
actor PBMug_Protoman {}
actor PBMug_Bass {}
actor PBMug_Duo {}
actor PBMug_Maestro {}
actor PBMug_RockClass {}
actor PBMug_RollClass {}
actor PBMug_AutoClass {}
actor PBMug_LightRyu {}
actor PBMug_DrWily {}
actor PBMug_SniperJoe {}
actor PBMug_Cutman {}
actor PBMug_Gutsman {}
actor PBMug_Iceman {}
actor PBMug_Bombman {}
actor PBMug_Fireman {}
actor PBMug_Elecman {}
actor PBMug_Timeman {}
actor PBMug_Oilman {}
actor PBMug_Metalman {}
actor PBMug_Airman {}
actor PBMug_Bubbleman {}
actor PBMug_Quickman {}
actor PBMug_Crashman {}
actor PBMug_Flashman {}
actor PBMug_Heatman {}
actor PBMug_Woodman {}
actor PBMug_Alien {}
actor PBMug_Needleman {}
actor PBMug_Magnetman {}
actor PBMug_Geminiman {}
actor PBMug_Hardman {}
actor PBMug_Topman {}
actor PBMug_Snakeman {}
actor PBMug_Sparkman {}
actor PBMug_Shadowman {}
actor PBMug_DocRobot {}
actor PBMug_Brightman {}
actor PBMug_Toadman {}
actor PBMug_Drillman {}
actor PBMug_Pharaohman {}
actor PBMug_Ringman {}
actor PBMug_Dustman {}
actor PBMug_Diveman {}
actor PBMug_Skullman {}
actor PBMug_Gravityman {}
actor PBMug_Waveman {}
actor PBMug_Stoneman {}
actor PBMug_Gyroman {}
actor PBMug_Starman {}
actor PBMug_Chargeman {}
actor PBMug_Napalmman {}
actor PBMug_Crystalman {}
actor PBMug_Darkman1 {}
actor PBMug_Darkman2 {}
actor PBMug_Darkman3 {}
actor PBMug_Darkman4 {}
actor PBMug_Blizzardman {}
actor PBMug_Centaurman {}
actor PBMug_Flameman {}
actor PBMug_Knightman {}
actor PBMug_Plantman {}
actor PBMug_Tomahawkman {}
actor PBMug_Windman {}
actor PBMug_Yamatoman {}
actor PBMug_Freezeman {}
actor PBMug_Junkman {}
actor PBMug_Burstman {}
actor PBMug_Cloudman {}
actor PBMug_Springman {}
actor PBMug_Slashman {}
actor PBMug_Shademan {}
actor PBMug_Turboman {}
actor PBMug_Tenguman {}
actor PBMug_Astroman {}
actor PBMug_Swordman {}
actor PBMug_Clownman {}
actor PBMug_Searchman {}
actor PBMug_Frostman {}
actor PBMug_Grenademan {}
actor PBMug_Aquaman {}
actor PBMug_OriginalDuo {}
actor PBMug_Trio {}
actor PBMug_Dynamoman {}
actor PBMug_Coldman {}
actor PBMug_Groundman {}
actor PBMug_Pirateman {}
actor PBMug_Burnerman {}
actor PBMug_Magicman {}
actor PBMug_KingClass {}
actor PBMug_Concreteman {}
actor PBMug_Tornadoman {}
actor PBMug_Splashwoman {}
actor PBMug_Plugman {}
actor PBMug_Jewelman {}
actor PBMug_Hornetman {}
actor PBMug_Magmaman {}
actor PBMug_Galaxyman {}
actor PBMug_Fakeman {}
actor PBMug_Blademan {}
actor PBMug_Pumpman {}
actor PBMug_Commandoman {}
actor PBMug_Chillman {}
actor PBMug_Sheepman {}
actor PBMug_Strikeman {}
actor PBMug_Nitroman {}
actor PBMug_Solarman {}
actor PBMug_Terra {}
actor PBMug_Mercury {}
actor PBMug_Venus {}
actor PBMug_Mars {}
actor PBMug_Jupiter {}
actor PBMug_Saturn {}
actor PBMug_Uranus {}
actor PBMug_Pluto {}
actor PBMug_Neptune {}
actor PBMug_Sunstar {}
actor PBMug_BusterRodG {}
actor PBMug_MegaWaterS {}
actor PBMug_HyperStormH {}
actor PBMug_Enker {}
actor PBMug_Punk {}
actor PBMug_Ballade {}
actor PBMug_Quint {}
actor PBMug_RaThor {}
actor PBMug_BBAMegaman {}

// Gondola exclusives
actor PBMug_YellowDevil {}

// Gondola MM11
actor PBMug_Blockman {}
actor PBMug_Fuseman {}
actor PBMug_Blastman {}
actor PBMug_Acidman {}
actor PBMug_Torchman {}
actor PBMug_Tundraman {}
actor PBMug_Impactman {}
actor PBMug_Bounceman {}

//"please add these things from cbm into gondola to prevent startup errors" :nerd:

actor VanillaAmmo : Ammo {}
actor ProtoJetCounter : Inventory {}
actor ProtoMarineCounter : Inventory {}
actor BassJetCounter : Inventory {}
actor BassMarineCounter : Inventory {}
actor AutoIsRightAmmo : Ammo {}
actor ScrewYouBuySomeAmmo : Ammo {}
actor PowerAutoAmmoRegen : Inventory {}
actor AutoShopperBoss : BaseMM8BDMWep_CBM {}
actor AutoMetShopperBoss : BaseMM8BDMWep_CBM {}
actor AutoCreationFlag : Inventory {}
actor AutoItemTypeFlag : Inventory {}
actor TimeToDefeatYouAmmo : Ammo {}
actor AirTurbineFlag : Inventory {}
actor AtomicPillarBoss : BaseMM8BDMWep_CBM {}
actor WahweeAmmo : Ammo {}
actor Alien_StaminaFlag : Inventory {}
actor SnakeClamberAmmo : Inventory {}
actor SparkmanHoldFlag : Inventory {}
actor DocBusterBoss : Inventory {}
actor DocRobotSpeed_F : Inventory {}
actor DocRobotJump_F : Inventory {}
actor BowloramaAmmo : Ammo {}
actor BioticFieldAmmo : Ammo {}
actor AstroM_StaminaFlag : Inventory {}
actor IceWaveHoldFlag : Inventory {}
actor OriginalDuoMeteorBoss : BaseMM8BDMWep_CBM {}
actor EvilFistBoss : Inventory {}
actor TrioGigaType : Inventory {}
actor ConcreteM_StaminaFlag : Inventory {}
actor TornadoM_StaminaFlag : Inventory {}
actor RainbowGalaxyBoss : BaseMM8BDMWep_CBM {}
actor IAmTheLawAmmo : Inventory {}
actor SolarM_AmmoDrainDelay : Inventory {}
actor SunAmmo : Inventory {}
actor SolarHoldFlag : Inventory {}
actor SolarHoldCoolDown : Inventory {}
actor BurnBabyBurnAmmo : Inventory {}
actor EnkerDashCooldown : Inventory {}
actor BalladeFocusFlag : Inventory {}
actor SparkChaserStunBoss : BaseMM8BDMWep_CBM {}
actor Terra_ChaserDawdle : Inventory {}
actor TerraChargeFlag : Inventory {}
actor RockFlag : Inventory {}
actor BassFlag : Inventory {}
actor AutoFlag : Inventory {}
actor BassJet : Inventory {}
actor ProtoJet : Inventory {}
actor BassMarine : Inventory {}
actor ProtoMarine : Inventory {}
actor BassCoil : Inventory {}
actor ProtoCoil : Inventory {}
actor MaestroBusterBoss : Inventory {}
actor HSHParticleSuck_H1 : Inventory {}
actor MWS_WaterSplashFX : Inventory {}
actor RaThor_SpiritProtect : Inventory {}
actor RaThor_WaveProtect : Inventory {}
actor DeathDM3_SnipeHit : Inventory {}
actor PainDM3_SnipeHit : Inventory {}
actor Roll_CleanseShockProtect : Inventory {}
actor PowerFakeM_Baton : Inventory {}
actor ColdM_FreezeProtect : Inventory {}
actor ChillFreezeStoppered : Inventory {}
actor Terra_StopperProtect : Inventory {}
actor Pluto_Dash2Protect : Inventory {}
actor Terra_SparkChaserProtect : Inventory {}
actor SolarM_BlazeWaveProtect : Inventory {}
actor ChillM_SpikeProtect : Inventory {}
actor SwordM_SwipeProtect : Inventory {}
actor SwordM_TorsoProtect : Inventory {}
actor WindM_ShotProtect : Inventory {}
actor CrystalM_EyeBitProtect : Inventory {}
actor RingM_Ring2Protect : Inventory {}
actor ShadowM_Blade2Protect : Inventory {}
actor IceM_Slow2Protect : Inventory {}
#include "actors/MugshotFrames.txt"