actor HornetChaserBoss : BaseMM8BDMWep_CBM
{
Tag "$TAGC_9F"
dropitem "HornetChaserWepCDropped"
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Obituary "$OB_HORNETCHASER"
Inventory.Pickupmessage "NOT THE BEES"
weapon.ammotype "NotTheHornetsAmmo"
weapon.ammotype2 "HornetHoverAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_09 F 1
loop
Ready:
HORH A 0 ACS_ExecuteAlways(998,0,DYE_HORNETMAN)
HORH A 0 A_GunFlash
HORH A 0 A_JumpIfInventory("NotTheHornetsAmmo",6,"Ready2")
HORH A 0 A_StopSound(CHAN_5)
HORH A 6 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWRELOAD)
HORH A 0 A_GiveInventory("NotTheHornetsAmmo",1)
Goto Ready+2
Ready2:
HORH A 0 A_StopSound(CHAN_5)
HORH A 6 A_WeaponReady(WRF_ALLOWRELOAD)
HORH A 0 A_GiveInventory("NotTheHornetsAmmo",1)
loop
Ready3:
HORH A 6 A_WeaponReady
HORH A 0 A_GiveInventory("NotTheHornetsAmmo",1)
Goto Ready2
Deselect:
HORH A 0 A_StopSound(CHAN_5)
HORH AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
HORH A 1 A_Lower
Loop
Select:
HORH AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
HORH A 1 A_Raise
Loop
Fire:
HORH A 0 A_JumpIfNoAmmo("NoAmmo")
HORH A 0 //A_GiveInventory("HornetFireFlag",1) //took this away cuz not gud
//HORH A 3 Offset(24,52)
//HORH A 3 Offset(46,75)
HORH D 1 Offset(17, 33)
HORH D 1 Offset(45, 35)
HORH D 1 Offset(67, 41)
HORH D 1 Offset(93, 41)
HORH D 1 Offset(125, 45)
HORH F 1 Offset(125, 45)
HORH A 0 A_PlaySoundEx("weapon/hornetchaser","Weapon")
HORH A 0 A_GiveInventory("HornetmanMain1_CI",1)
HORH F 1
HORH E 2 Offset(125, 45)
HORH A 0 A_GiveInventory("HornetmanMain2_CI",1)
HORH E 3 Offset(125, 45)
HORH A 0 A_GiveInventory("HornetmanMain3_CI",1)
HORH E 2 Offset(125, 45)
goto Fire2

Fire1:
HORH E 1 Offset(125, 45)A_GiveInventory("NotTheHornetsAmmoGive_RC",1)
HORH A 0 A_Refire("Fire2")
goto FireEnd
Fire2:
HORH E 1 Offset(125, 45)A_RailWait
HORH A 0 A_Refire("Fire3")
goto FireEnd
Fire3:
HORH E 1 Offset(125, 45)A_RailWait
HORH A 0 A_Refire("Fire4")
goto FireEnd
Fire4:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire5")goto FireEnd
Fire5:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire6")goto FireEnd
Fire6:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire7")goto FireEnd
Fire7:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire8")goto FireEnd
Fire8:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire9")goto FireEnd
Fire9:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire10")goto FireEnd
Fire10:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire11")goto FireEnd
Fire11:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire12")goto FireEnd
Fire12:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire13")goto FireEnd
Fire13:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire14")goto FireEnd
Fire14:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire15")goto FireEnd
Fire15:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire16")goto FireEnd
Fire16:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire17")goto FireEnd
Fire17:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire18")goto FireEnd
Fire18:HORH E 1 Offset(125, 45)A_RailWait HORH A 0 A_Refire("Fire1")goto FireEnd


FireEnd:
//HORH A 3 Offset(46,75)A_GiveInventory("BeeFlag1",1)
//HORH A 3 Offset(24,52)
HORH F 5 Offset(125, 45)A_GiveInventory("BeeFlag1",1)
HORH F 1 Offset(125, 45)
HORH D 1 Offset(93, 41)
HORH D 1 Offset(67, 41)
HORH D 1 Offset(45, 35)
HORH A 1 Offset(17, 33)
HORH A 0 A_TakeInventory("BeeFlag1",999)
Goto Ready+2
AltFire:
//HORH A 0 A_StopSound(CHAN_5)
"####" "#" 0 A_Jump(256,2)
"####" "#" 555 //dis stupid shit prevents zandrodumb from doing weapon animation desyncs
HORH A 0 A_JumpIfInventory("HornetFireFlag",1,"AltfireBee")
HORH A 0 A_PlaySoundEx("item/ItemUseAA","Weapon") 
HORH A 0 A_GiveInventory("HornetmanAlt_CI",1)
//HORH B 1 OffSet(-3,29)
HORH B 1 OffSet(-14,17)
//HORH B 1 OffSet(-23,10)
HORH B 4 OffSet(-29,-1)
//HORH A 0 A_StopSound(CHAN_5)//idiotic zandro, thats why
HORH B 3 OffSet(-23,10)
HORH B 3 OffSet(-15,17)
HORH B 2 OffSet(-12,20)
HORH B 1 OffSet(-9,23)
HORH A 1 OffSet(-6,26)
HORH A 1 OffSet(-3,29) 
HORH A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
HORH A 4 A_GiveInventory("NotTheHornetsAmmo",1)
HORH A 4 A_WeaponReady(14) 
HORH A 4 A_GiveInventory("NotTheHornetsAmmo",1) 
HORH A 0 A_WeaponReady(WRF_NOSECONDARY)
Goto Ready+1
Reload:
HORH A 0 A_PlaySoundEx("item/ItemUseAA","Weapon") 
HORH A 0 A_GiveInventory("HornetmanAlt_CI",1)
//HORH B 1 OffSet(-3,29)
HORH B 1 OffSet(-14,17)
//HORH B 1 OffSet(-23,10)
HORH B 4 OffSet(-29,-1)
//HORH A 0 A_StopSound(CHAN_5)//idiotic zandro, thats why
HORH B 3 OffSet(-23,10)
HORH B 3 OffSet(-15,17)
HORH B 2 OffSet(-12,20)
HORH B 1 OffSet(-9,23)
HORH A 1 OffSet(-6,26)
HORH A 1 OffSet(-3,29) 
HORH A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
HORH A 4 A_GiveInventory("NotTheHornetsAmmo",1)
HORH A 4 A_WeaponReady(14) 
HORH A 4 A_GiveInventory("NotTheHornetsAmmo",1) 
HORH A 0 A_WeaponReady(WRF_NOSECONDARY)
Goto Ready+2
AltfireBee:
HORH A 0 A_GiveInventory("BeeFlag2",1)  
HORH A 0 A_GiveInventory("BeePokeFlag",1)  
HORH A 2 Offset(-16,18) 
HORH C 0 A_FireCustomMissile("HornetmanMeleePoke",0,0,0,0)
HORH C 2 Offset(-16,18) A_PlaySoundEx("weapon/hornetcommand","Weapon")
HORH C 2 Offset(-18,16)
HORH C 2 Offset(-16,18)
HORH C 2 Offset(-18,16)
HORH C 2 Offset(-16,18)
HORH C 2 Offset(-18,16)
HORH A 0 A_TakeInventory("BeePokeFlag",99) 
HORH A 0 A_TakeInventory("BeeFlag2",999)
HORH C 2 Offset(-16,18)
HORH A 2 A_WeaponReady(14)
HORH A 2 A_TakeInventory("HornetFireFlag",99)  
HORH A 0 A_GunFlash
HORH A 0 A_JumpIfInventory("NotTheHornetsAmmo",6,"Ready3")
HORH A 8 A_WeaponReady(WRF_NOPRIMARY)
HORH A 0 A_GiveInventory("NotTheHornetsAmmo",1)
Goto Ready+2
Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1 A_GiveInventory("HornetmanFlashState_P",1)
loop

NoAmmo:  
HORH A 1 ACS_Execute(979,0)
Goto Ready+2
}
}

actor HoneyLevel : Inventory
{
 Inventory.maxamount 125
 -invbar
}

actor NotTheHornetsAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 24
+INVENTORY.IGNORESKILL
}

actor HornetHoverAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 336
+INVENTORY.IGNORESKILL
}

actor HornetFireFlag :OnceC{}
actor BeeFlag1 :OnceC{}
actor BeeFlag2 :OnceC{}
actor BeePokeFlag :OnceC{}

actor HornetHoverFlag :OnceC{}
actor HornetWasThrusted : OnceC {}

actor HornetIsHovering : Powerup
{
Powerup.Duration 9
}

actor HornetHoverSoundDelay : Powerup
{
Powerup.Duration 11
}

actor HornetHoverItem : BasicClassItem
{
inventory.pickupmessage "AGH, I'M FULL OF BEES!"
inventory.icon "HornIcon"
Tag "$TAGC_HOVERTOGGLE"
states
{
Spawn:
HORH I 1
loop
Use:
TNT1 A 0 A_PlaySoundEx("item/ItemUseMM9","SoundSlot7")
TNT1 A 0 A_JumpIfInventory("HornetHoverFlag",1,"Take")
TNT1 A 0 A_GiveInventory("HornetHoverFlag",1)
fail
Take:
TNT1 A 0 A_TakeInventory("HornetHoverFlag",999)
fail
}
}

actor NotTheHornetsAmmoGive_RC : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"PickupR")
TNT1 A 0 A_GiveInventory("NotTheHornetsAmmo",1)
stop
PickupR:
TNT1 A 0 A_GiveInventory("NotTheHornetsAmmo",2)
stop
}
}

actor HornetmanFlashState_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("HornetWasThrusted",1,"PickupAir")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,"GiveAmmo")
TNT1 A 0 A_JumpIfInventory("HornetHoverAmmo",1,"HoverCheck")
goto GiveAmmo
HoverCheck:
TNT1 A 0 A_JumpIfInventory("HornetHoverFlag",1,"HoverCheckFalling")
//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_JAX_CHECK_JUMP)==1,"HoverCheckFalling")
goto GiveAmmo
HoverCheckFalling:
TNT1 A 0 A_JumpIf(momz<0,"Hover")
goto GiveAmmo

GiveAmmo:
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"GiveAmmoR")
TNT1 A 0 A_GiveInventory("HornetHoverAmmo",2)
goto ResetSpeed
GiveAmmoR:
TNT1 A 0 A_GiveInventory("HornetHoverAmmo",4)
goto ResetSpeed

ResetSpeed:
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,1,1)
TNT1 A 0 A_GiveInventory("EnvironmentGravity",1)
stop

Hover:
TNT1 A 0 A_GiveInventory("HornetIsHovering",1)
TNT1 A 0 A_GiveInventory("HornetWasThrusted",1)
TNT1 A 0 A_TakeInventory("HornetHoverAmmo",1,1)
TNT1 A 0 A_ChangeVelocity(momx,momy,-0.5,CVF_REPLACE)
TNT1 A 0 A_SetGravity(0.0)
TNT1 A 0 A_JumpIfInventory("HornetHoverSoundDelay",1,3)
TNT1 A 0 A_PlaySoundEx("weapon/hornetfly","Body")
TNT1 A 0 A_GiveInventory("HornetHoverSoundDelay",1)
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,2,1)
stop

FoundGround:
TNT1 A 0 A_TakeInventory("HornetWasThrusted",1)
goto Pickup+2

PickupAir:
TNT1 A 0 A_JumpIf(z-floorz<=0,"FoundGround")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,"TakeHover")
TNT1 A 0 A_JumpIfInventory("HornetHoverAmmo",1,"HoverCheck2")
goto TakeHover
HoverCheck2:
TNT1 A 0 A_JumpIfInventory("HornetHoverFlag",1,"HoverCheckFalling2")
//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_JAX_CHECK_JUMP)==1,"HoverCheckFalling2")
goto TakeHover
HoverCheckFalling2:
TNT1 A 0 A_JumpIf(momz<0,"Hover")
goto TakeHover

TakeHover:
TNT1 A 0 A_TakeInventory("HornetIsHovering",1)
goto ResetSpeed
}
}

actor HornetHoverSound_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("HornetHoverSoundDelay",1,"No")
TNT1 A 0 A_PlaySoundEx("weapon/hornetfly","Body")
TNT1 A 0 A_GiveInventory("HornetHoverSoundDelay",1)
stop
No:
TNT1 A 0
stop
}
} 

actor BetterHornetHover : CustomInventory
{
States
{
Pickup: 
TNT1 A 0 A_ChangeVelocity(momx,momy,-0.5,CVF_REPLACE)
stop 
}
} 

actor HornetChaserB
{//Cute bees C:
Translation "198:198=248:248", "202:202=215:215"
var int user_H;
species "BeeStuff"
PROJECTILE
damagetype "HornetM_Shot"
Obituary "$OB_HORNETCHASER"
+DONTSEEKINVISIBLE//REMOVE THIS PLZ
+SEEKERMISSILE
+THRUSPECIES
+SKYEXPLODE
+SCREENSEEKER
+DONTREFLECT
reactiontime 10
damage (12-user_H)
Radius 16
Height 16
speed 23//25
scale 2.5
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
HORH S 0 A_ScaleVelocity(2.0)
HORH S 0 A_JumpIfInTargetInventory("PowerRage_ST",1,3)
HORH ST 1
HORH S 0 A_Stop
HORH S 0 ThrustThingZ(0,0,0,1)
HORH S 0 ThrustThing(angle*256/360,0)
Check:
HORH S 0 A_GiveToTarget("CBM_TargetMarker", 1)
HORH S 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100)
HORH ST 1 A_JumpIfInTargetInventory("BeeFlag1",1,"Cont")
HORH S 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Cont:

HORH S 0 ACS_ExecuteAlways(259,0,1)
HORH S 1 A_ChangeVelocity(Cos(pitch)*25,0,-sin(pitch)*25,CVF_RELATIVE)
HORH S 0 ThrustThingZ(0,0,0,1)
HORH S 0 ThrustThing(angle*256/360,0)
/*Spawn3: 
HORH Q 0 //A_JumpIfCloser(1600,"SpawnRange1")
HORH T 0 A_TakeFromTarget("HornetFireFlag",2) 
HORH T 1 //A_JumpIfInTargetInventory("BeeFlag2",1,"Home")
Spawn32:
HORH Q 0 //A_JumpIfCloser(1600,"SpawnRange2")
HORH S 0 A_TakeFromTarget("HornetFireFlag",2) 
HORH S 1 //A_JumpIfInTargetInventory("BeeFlag2",1,"Home")
Goto Spawn3*/
SpawnRange1: 
HORH T 0 A_GiveToTarget("HornetFireFlag",1) 
HORH T 1 A_JumpIfInTargetInventory("BeeFlag2",1,"Home")
Goto SpawnRange2
SpawnRange2: 
HORH S 0 A_GiveToTarget("HornetFireFlag",1) 
HORH S 1 A_JumpIfInTargetInventory("BeeFlag2",1,"Home")
Goto SpawnRange1
Home: 
/*HORH Q 0
HORH Q 0 A_JumpIfClo ser(2000,"RealHome")//with the new changes this is kinda nonsense but idk i still dislike classes being able to spam from their spawn
HORH S 1  
HORH T 1 
HORH S 0 A_GiveToTarget("HornetFireFlag",1) 
HORH S 1 A_JumpIfInTargetInventory("BeeFlag2",1,"Home")
Goto Spawn3*/
RealHome: 
HORH Q 0 A_RearrangePointers(0,0,1)
HORH Q 0 ThrustThingZ(0,0,0,1)
HORH Q 0 ThrustThing(angle*256/360,0)
HORH QRST 1 A_ScaleVelocity(0.75)
HORH Q 0 ThrustThingZ(0,0,0,1)
HORH Q 0 ThrustThing(angle*256/360,0)
HORH QRST 1 A_ScaleVelocity(0.75)
HORH /*QQQQ*/Q 0 A_SeekerMissile(2,10,3,256,8)//chances raised to 100% but only seeks once to prevent bees from sometimes not doing anything at all
HORH Q 1
HORH Q 0 A_JumpIfInventory("IsInGame",1,"Spawn4",AAPTR_TRACER)
HORH Q 0 A_ChangeVelocity(Cos(pitch)*9, 0, -sin(pitch)*9,CVF_RELATIVE)
HORH Q 0 ThrustThingZ(0,0,0,1)
HORH Q 0 ThrustThing(angle*256/360,0)
HORH Q 0
goto Spawn2
Spawn2:
HORH RQ 1
loop
Spawn4:
HORH Q 0 A_SetUserVar("user_H",4) 
HORH Q 0 A_PlaySound("Bee/Homing",CHAN_5)  
HORH RQRQRQRQRQRQRQRQRQRQRQ 1 A_GiveInventory("HornyChase",1)   
Goto Spawn2  
Death:
TNT1 A 0 A_TakeFromTarget("HornetFireFlag",99)
TNT1 A 0 A_StopSound(CHAN_5)
TNT1 A 1 A_SpawnItemEx("HardKnuckleFX",0,0,0,0,0,0)
stop
}
}

actor HornyChase : CustomInventory
{
States
{
Pickup: 
TNT1 A 0 A_JumpIfInventory("PowerIceHornet",1,"Lvl2",AAPTR_TRACER) 
TNT1 A 0 A_SeekerMissile(1,5,SMF_LOOK|SMF_PRECISE,256,0.25)//similar to dynamo stats
stop 
Lvl2: 
TNT1 A 0 A_SeekerMissile(3,12,SMF_LOOK|SMF_PRECISE,256,0.25)//CCBM stats
stop 
}
}

actor HornetChaserBB : HornetChaserB{translation "202:202=205:205", "198:198=74:74"}
actor HornetChaserBR : HornetChaserB{translation "202:202=171:171", "198:198=41:41"}
actor HornetChaserBO : HornetChaserB{translation "202:202=104:104", "198:198=128:128"}
actor HornetChaserBP : HornetChaserB{translation "202:202=229:229", "198:198=232:232"}
  
actor HornetNectarHive
{
species "BeeStuff"
Translation "199:199=248:248", "202:202=215:215"
PROJECTILE
damagetype "HornetM_Slow"
Obituary "$OB_HORNETHONEY"
-NOGRAVITY
Damage (12)
Radius 12
Height 10
speed 41
Scale 2.5
States
{
Spawn:
HORH K 0
HORH K 0 ThrustThingZ(0,12,0,1)
HORH K 1
wait
Death:
TNT1 A 0 A_JumpIf(ceilingz-z<=10, "Ceiling")
//TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,8,random(6,12),0,random(4,10),random(10,80),1)
TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,8,random(6,12),0,random(4,10),frandom(-30,30),1)
TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,8,random(6,12),0,random(4,10),frandom(90,150),1)
TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,8,random(6,12),0,random(4,10),frandom(210,270),1)
Goto RealDeath
Ceiling:
//TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,-8,random(6,12),0,random(-1,-7),random(10,80),1)
TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,-8,random(6,12),0,random(-1,-7),frandom(-30,30),1)
TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,-8,random(6,12),0,random(-1,-7),frandom(90,150),1)
TNT1 A 0 A_SpawnItemEx("NectarTrapShot",0,0,-8,random(6,12),0,random(-1,-7),frandom(210,270),1)
Goto RealDeath
RealDeath:
XDeath:
TNT1 A 0 A_Stop
TNT1 A 0 A_PlaySoundEx("weapon/hornetcomb","Weapon")
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_SpawnItemEx("HornetNectarHiveFX1",0,-3,10,0,-5,6,0,1)
TNT1 A 0 A_SpawnItemEx("HornetNectarHiveFX2",0,3,10,0,5,6,0,1)
TNT1 A 0 A_SpawnItemEx("HornetNectarHiveFX1",0,3,4,0,5,-6,0,1)
TNT1 A 0 A_SpawnItemEx("HornetNectarHiveFX2",0,-3,4,0,-5,-6,0,1)
TNT1 A 0 A_SetScale(2.75)
HORH L 2
HORH MN 3
stop
}
}

actor HornetNectarHiveB : HornetNectarHive{translation "202:202=205:205", "199:199=74:74"}
actor HornetNectarHiveR : HornetNectarHive{translation "202:202=171:171", "199:199=41:41"}
actor HornetNectarHiveO : HornetNectarHive{translation "202:202=104:104", "199:199=128:128"}
actor HornetNectarHiveP : HornetNectarHive{translation "202:202=229:229", "199:199=232:232"}

actor HornetNectarHiveFX1
{
+MISSILE
+DONTBLAST
+THRUACTORS
+DONTSPLASH
+CLIENTSIDEONLY
ReactionTime 1
Radius 2
Height 2
Scale 2.5
States
{
Spawn:
HORH O 18
HORH O 1 A_CountDown
wait
}
}
actor HornetNectarHiveFX2 : HornetNectarHiveFX1
{
States
{
Spawn:
HORH P 18
HORH P 1 A_CountDown
wait
}
}


actor NectarTrapShot
{
species "BeeStuff"
Translation "199:199=248:248", "202:202=215:215"
PROJECTILE
damagetype "HornetM_Slow"
Obituary "$OB_HORNETHONEY"
+HITTRACER
-NOGRAVITY
Damage (5)
Radius 12
Height 10
speed 28
Scale 2.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
Y_1H U 0
Y_1H U 0 ThrustThingZ(0,1,0,1)
Y_1H U 1
loop
Crash:
Y_1H U 1
stop
XDeath:
Y_1H U 1
stop
Death:
Y_1H U 0 
Y_1H U 0 A_JumpIf(z-floorz<=0,"Death2")
Y_1H U 1 A_GiveInventory("CutterFlag",1)
Y_1H U 0 A_JumpIfInventory("CutterFlag",175,"Xdeath")
loop
Death2:
Y_1H U 1 A_SpawnItemEx("NectarTrapBlob",0,0,0,0,0,0,0,1)
stop
}
}

Actor NectarTrapBlob
{
species "BeeStuff"
damagetype "HornetM_Slow"
Obituary "$OB_HORNETHONEY"
+MISSILE
+DONTSPLASH
+NOEXPLODEFLOOR
+HITTRACER
reactiontime 100
Damage (5)
Radius 12
Height 10
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
Y_1H W 0
Y_1H W 1
Y_1H W 1 A_Stop
goto SpawnW
SpawnW:
Y_1H V 1
Y_1H V 0 A_JumpIf(z-floorz>0,"NewShot")
Y_1H V 0 A_CountDown
loop
NewShot:
Y_1H V 0 A_CheckFlag("BLASTED","NewShotX")
Goto Death
NewShotX:
Y_1H V 0 A_SpawnItemEx("NectarTrapBlob",0,0,0,momx,momy,momz,0,8)
Goto Death
Death:
TNT1 A 0
stop 
}
}

actor HornetmanSlowPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("PowerIceHornet",1,"Nada")
TNT1 A 0 A_SpawnItemEx("HoneySlowWatcher")
stop
Nada:
TNT1 A 0 //A_GiveInventory("PowerIceGiverHornet",1)
stop
}
}

actor HoneySlowWatcher : BasicHelper
{
States
{
Spawn:
TNT1 A 0 
TNT1 A 3 A_GiveToTarget("HoneySlowFX",1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerIceHornet",1,"Spawn")
stop
}
}
 
actor PowerIceGiverHornet : BasicPowerupGiver
{
Powerup.Type "PowerIceHornet"
}

actor PowerIceHornet : PowerSpeed
{ 
Speed 0.69//LMAOOOOO UWU
powerup.duration 150
} 

actor HoneySlowFX : CustomInventory
{
States
{
Pickup:
TNT1 A 0 //proper colors when not playing team-games
TNT1 A 0 A_GiveInventory("HoneyStuffs_CI",1)//A_SpawnItemEX("StickyStuffs_Drip",random(-24,24),random(-24,24),random(8,32),0,0,0,0,1)
stop
}
} 

actor StickyStuffs_Drip
{
BounceFactor 0.1 
Wallbouncefactor 0.1
Radius 4
Height 4
Speed 10
Scale 2.5 //it was kinda hard to see from afar
Translation "192:192=215:215","198:198=248:248"
+MISSILE
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+DONTBLAST
+THRUACTORS
+DONTSPLASH
+LOWGRAVITY
-NOGRAVITY
+CLIENTSIDEONLY 
States
{
Spawn:
BKUM A 10
BKUM B 3 A_SetScale(ScaleX - 0.3)
BKUM B 3 A_SetScale(ScaleX - 0.3)
BKUM B 3 A_SetScale(ScaleX - 0.3)
BKUM B 3 A_SetScale(ScaleX - 0.3)
BKUM B 2 A_SetScale(ScaleX - 0.3)
BKUM B 2 A_SetScale(ScaleX - 0.3)
BKUM B 1 A_SetScale(ScaleX - 0.3)
Stop
Death: 
BKUM C 3 
BKUM C 3 A_SetScale(ScaleX - 0.3)
BKUM C 3 A_SetScale(ScaleX - 0.3)
BKUM C 3 A_SetScale(ScaleX - 0.3)
BKUM C 3 A_SetScale(ScaleX - 0.3)
BKUM C 2 A_SetScale(ScaleX - 0.3)
BKUM C 2 A_SetScale(ScaleX - 0.3)
BKUM C 1 A_SetScale(ScaleX - 0.3)
stop
}
}

actor HornetmanMeleePoke
{//SECRET REVEALED!
PROJECTILE
Damagetype "DMGNoHitstun"
Obituary "$OB_SNAKEPOKE"
reactiontime 3 
damage (5)
Radius 7
Height 7
speed 34
scale 2.5
+HITTRACER
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CountDown
wait
Death:
TNT1 A 0 A_Explode(5,52,0)
goto XDeath
XDeath:
TNT1 A 0 A_Stop
TNT1 A 0 A_GiveInventory("HornetPokeDeath",1,AAPTR_TRACER)
TNT1 A 2
stop
}
}

actor HornetPokeDeath : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(Health>0,"No") 
TNT1 A 0 ThrustThingZ(0,80,0,0)
stop
No:
TNT1 A 0
stop
}
}

actor HornetmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HornetChaserB",24,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HornetChaserBB",24,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HornetChaserBR",24,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HornetChaserBO",24,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HornetChaserBP",24,1,0,0)
goto Done
}
}

actor HornetmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HornetChaserB",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HornetChaserBB",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HornetChaserBR",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HornetChaserBO",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HornetChaserBP",0,1,0,0)
goto Done
}
}

actor HornetmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HornetChaserB",-24,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HornetChaserBB",-24,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HornetChaserBR",-24,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HornetChaserBO",-24,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HornetChaserBP",-24,1,0,0)
goto Done
}
}

actor HornetmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HornetNectarHive",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HornetNectarHiveB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HornetNectarHiveR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HornetNectarHiveO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HornetNectarHiveP",0,0,0,0)
goto Done
} 
}

actor HoneyStuffs_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_GiveInventory("HoneySlowFXX",1)
goto Done
FireB:
TNT1 A 0 A_GiveInventory("HoneySlowFXB",1)
goto Done
FireR:
TNT1 A 0 A_GiveInventory("HoneySlowFXR",1)
goto Done
FireO:
TNT1 A 0 A_GiveInventory("HoneySlowFXO",1)
goto Done
FireP:
TNT1 A 0 A_GiveInventory("HoneySlowFXP",1)
goto Done
}
}

actor HoneySlowFXX : CustomInventory
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEX("StickyStuffs_Drip",random(-24,24),random(-24,24),random(8,32),0,0,0,0,0)
stop
}
} 
actor HoneySlowFXB : CustomInventory
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEX("StickyStuffs_Drip",random(-24,24),random(-24,24),random(8,32),0,0,0,0,1)
stop
}
} 
actor HoneySlowFXR : CustomInventory
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEX("StickyStuffs_Drip",random(-24,24),random(-24,24),random(8,32),0,0,0,0,1)
stop
}
} 
actor HoneySlowFXO : CustomInventory
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEX("StickyStuffs_Drip",random(-24,24),random(-24,24),random(8,32),0,0,0,0,1)
stop
}
} 
actor HoneySlowFXP : CustomInventory
{
States
{
Pickup:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEX("StickyStuffs_Drip",random(-24,24),random(-24,24),random(8,32),0,0,0,0,1)
stop
}
} 
