actor RollingCutterBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_1A"
dropitem "RollingCutterWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Obituary "$OB_ROLLINGCUTTER"
weapon.ammotype "KFCAmmo"
+WEAPON.ALT_AMMO_OPTIONAL
States
{
Spawn:
C_01 A 1
loop
Ready:
CUTA A 0 ACS_ExecuteAlways(998,0,DYE_CUTMAN)
goto Ready2
Ready1:
CUTA A 10 A_WeaponReady
goto Ready2
Ready2:
CUTA A 1 A_WeaponReady
CUTA A 0 A_GiveInventory("KFCAmmo",3)
loop
Deselect:
CUTA AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CUTA A 1 A_Lower
Loop
Select:
CUTA AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CUTA A 1 A_Raise
Loop
Fire:
CUTA A 0 A_JumpIfNoAmmo("NoAmmo")
CUTA A 0 A_JumpIfInventory("IsBot",1,"BotFire")
CUTA A 0 A_GiveInventory("CutmanMain_CI",1)
CUTA A 0 A_TakeInventory("RollingCutterFlag",99)
TNT1 A 0 A_TakeInventory("CutterReturned",99)
TNT1 C 2 A_GiveInventory("CutmanNoCutterF",1)
CUTA C 1
CUTA C 1 OffSet(-70,72)
CUTA C 1 OffSet(-121,112)
CUTA F 2 OffSet(1,33)
CUTA F 2 OffSet(-21,56)
CUTA F 2 OffSet(-35,84)
TNT1 A 5
Goto FireWait
FireWait:
TNT1 A 0 A_JumpIfInventory("RollingCutterFlag",1,"FireEnd")
TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",35,"FireEnd")
loop
FireEnd:
TNT1 A 0 A_PlaySoundEx("weapon/CutterCatch","Weapon")
CUTA D 2 Offset(-26,146)A_GunFlash
CUTA D 2 Offset(-4,95)A_GiveInventory("CutterReturned",1)
CUTA D 2 Offset(1,32)A_TakeInventory("CutmanNoCutterF",99)
TNT1 A 2 A_TakeInventory("RollingCutterFlag",99)
TNT1 A 2 A_TakeInventory("CutterFlag",999)
TNT1 A 2
TNT1 A 8
CUTA A 2 Offset(28,80)
CUTA A 2 Offset(16,60)
Goto Ready1

Flash:
TNT1 A 1
stop

Altfire:
CUTA A 0 A_PlaySoundEx("weapon/CutMelee","weapon")
CUTA D 1 //A_GiveInventory("CutmanAlt1_CI",1)
CUTA D 1 offset(-9,59)A_JumpIfInventory("PowerRage_ST",1,1)
CUTA D 1 offset(-20,96) A_GiveInventory("CutmanAlt2_CI",1)
CUTA D 1 offset(-33,119)A_JumpIfInventory("PowerRage_ST",1,1)
CUTA D 1 offset(-48,147) A_GiveInventory("CutmanAlt3_CI",1)
CUTA D 1 offset(-65,180)A_JumpIfInventory("PowerRage_ST",1,1)
CUTA D 1 offset(-83,220) A_GiveInventory("CutmanAlt4_CI",1)
CUTA D 1 offset(-102,241)A_JumpIfInventory("PowerRage_ST",1,1)
CUTA D 1 offset(-122,276) A_GiveInventory("CutmanAlt5_CI",1)
CUTA D 1 offset(-143,291)A_JumpIfInventory("PowerRage_ST",1,1)

CUTA A 1 offset(-64,89)//A_GiveInventory("KFCAmmo",1)
CUTA A 1 offset(-50,77)A_JumpIfInventory("PowerRage_ST",1,1)
CUTA A 1 offset(-36,66)//A_GiveInventory("KFCAmmo",1)
CUTA A 1 offset(-24,56)A_JumpIfInventory("PowerRage_ST",1,1)
CUTA A 1 offset(-14,47)//A_GiveInventory("KFCAmmo",1)
CUTA A 1 offset(-6,39)A_JumpIfInventory("PowerRage_ST",1,1)
CUTA A 0
CUTA A 0 A_JumpIfInventory("IsBot",1,"BotAltFire2")
Goto Ready2

BotFire:
CUTA A 0 A_JumpIfCloser(500,"BotFire2")
CUTA A 1 //A_GiveInventory("BotRevert",1)
goto Ready2
BotFire2:
CUTA A 0 A_JumpIfCloser(200,"BotAltFire")
goto Fire+2
BotFire3:
TNT1 A 0 A_Jump(128,"BotFireCheckJump")
Goto BotFireCheck
BotFireCheck:
TNT1 A 0 A_JumpIfCloser(1200,"BotFireCheckFlee")
TNT1 A 0 A_TakeInventory("BotRetreatFlag",999)
TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",40,"BotFireCheckEnd")
TNT1 A 0 A_JumpIfInventory("RollingCutterFlag",1,"BotFireCheckEnd")
loop
BotFireCheckFlee:
TNT1 A 0 A_GiveInventory("BotRetreatFlag",1)
goto BotFireCheck+2
BotFireCheckJump:
TNT1 A 0 A_Jump(200,2)
TNT1 A 0 A_GiveInventory("BotJumpC",1)
TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",40,"BotFireCheckEnd")
TNT1 A 0 A_JumpIfInventory("RollingCutterFlag",1,"BotFireCheckEnd")
loop
BotFireCheckEnd:
TNT1 A 0 A_TakeInventory("BotRetreatFlag",1)
Goto FireEnd
BotAltFire:
CUTA A 0 A_GiveInventory("BotHugFlag",1)
Goto Altfire
BotAltFire2:
CUTA A 0 A_TakeInventory("BotHugFlag",999)
Goto Ready2

NoAmmo:
CUTA A 0
Goto Ready+1
}
}

actor KFCAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 210
+INVENTORY.IGNORESKILL
}

actor CutterReturned : OnceC{}

actor CutmanNoCutterF : OnceC{}

actor PowerCutCutterExtend : Powerup
{
Powerup.Duration 2
}

actor CutM_SliceDice
{
Translation "202:202=96:96"
PROJECTILE
Obituary "$OB_CUTTERSLICE"
//damagetype "Cut"
Damagetype "CutM_Slice"
+THRUGHOST
+DONTBLAST
+RIPPER
+DONTSPLASH
+BOUNCEONWALLS
+BOUNCEONCEILINGS
//-BOUNCEONFLOORS
+NOEXPLODEFLOOR
Bouncecount 2
BounceFactor 1.0
WallBounceFactor 0.01//1.0
Damage (0)
Radius 5
Height 5
speed 35
Scale 2.5
States
{
Spawn://Y_7F CCDD 1
PLUH Q 1
PLUH R 1 A_Explode(4,52,0,0,52)
PLUH S 1
PLUH T 1 A_Explode(3,52,0,0,52)
stop
}
}

actor CutM_SliceDiceB : CutM_SliceDice{translation "202:202=205:205"}
actor CutM_SliceDiceR : CutM_SliceDice{translation "202:202=171:171"}
actor CutM_SliceDiceO : CutM_SliceDice{translation "202:202=104:104"}
actor CutM_SliceDiceP : CutM_SliceDice{translation "202:202=229:229"}

actor CutM_Cutter
{
Translation "192:192=4:4","202:202=96:96"
PROJECTILE
Obituary "$OB_ROLLINGCUTTER"
damagetype "CutM_Cutter"
+RIPPER
+NOTARGETSWITCH
+SKYEXPLODE
//+DONTSPLASH
+BOUNCEONFLOORS
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+ALLOWBOUNCEONACTORS
+CANBOUNCEWATER
bouncefactor 1.0
wallbouncefactor 1.0
reactiontime 48
damage (0)
Radius 8
Height 8
speed 33
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
RCTC A 0 A_PlaySound("weapon/FastCutter",1)
RCTC AAABBB 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_PlaySound("weapon/FastCutter",1)
RCTC CCCDDD 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_TakeFromTarget("CutterFlag",999)
RCTC A 0 A_PlaySound("weapon/FastCutter",1)
RCTC AAABBB 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_PlaySound("weapon/FastCutter",1)
RCTC CCCDDD 1 A_GiveInventory("CutM_CutterCheck_P")

RCTC D 1 A_GiveInventory("CutM_CutterExtend_P",1)
RCTC D 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR")
SpawnScale:
CFCU A 0 A_SetScale(3.5)
SpawnHold:
CFCU A 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU A 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")
CFCU B 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU B 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")
CFCU C 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU C 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")
CFCU D 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU D 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")

CFCU E 0 A_TakeFromTarget("CutterFlag")
CFCU E 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU F 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")
CFCU F 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU F 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")
CFCU G 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU G 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")
CFCU H 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU H 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 0 A_JumpIfCloser(58,"NoWay")
loop

NoWay:
CFCU F 0 A_PlaySoundEx("misc/boing","SoundSlot6")
CFCU F 0 A_GiveToTarget("SpringActivate",1)
CFCU E 0 A_TakeFromTarget("CutterFlag")
CFCU E 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU F 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU F 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU F 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU G 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU G 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
CFCU H 1 A_GiveInventory("CutM_CutterExtend_P")
CFCU H 0 A_JumpIfInventory("CutmanNoCutterF",1,"SpawnR2")
goto SpawnHold

SpawnR:
RCTC A 0 A_SpawnItemEx("CutM_CutterRet2",0,0,0,0,0,0,0,33)
stop

SpawnR2:
RCTC A 0 A_SpawnItemEx("CutM_CutterRet",0,0,0,0,0,0,0,33)
stop

Death2:
RCTC A 0 A_GiveToTarget("RollingCutterFlag",1)
stop
Death:
RCTC A 0 A_GiveToTarget("RollingCutterFlag",1)
stop
}
}

actor CutM_CutterB : CutM_Cutter{translation "192:192=205:205","202:202=205:205"}
actor CutM_CutterR : CutM_Cutter{translation "192:192=171:171","202:202=171:171"}
actor CutM_CutterO : CutM_Cutter{translation "192:192=104:104","202:202=104:104"}
actor CutM_CutterP : CutM_Cutter{translation "192:192=229:229","202:202=229:229"}

actor CutM_CutterCheck_P : CustomInventory
{
States
{
Pickup:
//TNT1 A 0 A_SpawnItemEx("CutM_CutterPrang",0,0,-6,0,0,0,0,32)
TNT1 A 0 A_SpawnItemEx("CutM_CutterPrang",0,0,0,momx,momy,momz,0,32+8)
stop
}
}

actor CutM_CutterCheck2_P : CustomInventory
{
States
{
Pickup:
//TNT1 A 0 A_SpawnItemEx("CutM_CutterPrang",0,0,-6,0,0,0,0,32)
TNT1 A 0 A_SpawnItemEx("CutM_CutterStationaryPrang",0,0,0,momx,momy,momz,0,32+8)

TNT1 A 0 A_TakeFromTarget("KFCAmmo",3,1)
TNT1 A 0 A_SpawnItemEx("CutM_CutterExtendFX",0,0,-4,frandom(1,4),frandom(-4,4),frandom(-1,1),random(0,359),1+32,32)
TNT1 A 0 A_ScaleVelocity(.8)
TNT1 A 0 A_JumpIfInventory("CutM_ExtendSnd",1,3)
TNT1 A 0 A_GiveInventory("CutM_ExtendSnd",1)
TNT1 A 0 A_PlaySound("weapon/CutterExtend",1)
TNT1 A 0
stop
}
}


actor CutM_ExtendSnd : Powerup
{
Powerup.Duration 9
}

actor CutM_CutterExtend_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInTargetInventory("KFCAmmo",3,"Pickup1")
goto Pickup0
Pickup0:
TNT1 A 0 A_GiveInventory("CutmanNoCutterF",1)
stop
Pickup1:
RCTC B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_SINGLE_INPUT,7,2)==1,"Pickup2")
goto Pickup0
Pickup2:
TNT1 A 0 A_GiveInventory("CutM_CutterCheck2_P")
stop
}
}

actor CutM_CutterExtendFX
{
Translation "202:202=96:96"
PROJECTILE
Obituary "$OB_CUTTERSLICE"
//damagetype "Cut"
Damagetype "CutM_Slice"
+NOINTERACTION
Bouncecount 2
BounceFactor 1.0
WallBounceFactor 0.01//1.0
Damage (0)
Radius 5
Height 5
speed 35
Scale 2.0
States
{
Spawn:
TNT1 A 0
PLUH QRST 1
stop
}
}

actor CutM_CutterRet : CutM_Cutter
{
+NOINTERACTION
+SEEKERMISSILE
ReactionTime 87//about 30 seconds
damage (0)
speed 33
scale 3.5
States
{
Spawn:
RCTC A 0
RCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
RCTC A 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
RCTC A 0 A_FaceTarget
goto Spawn2
Spawn2:
RCTC A 0 A_TakeFromTarget("CutterFlag",999)
RCTC A 0 A_JumpIfCloser(58,"Death")
RCTC A 0 A_PlaySound("weapon/FastCutter",1)
RCTC AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
CFCU A 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_JumpIfCloser(58,"Death")
CFCU B 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_JumpIfCloser(58,"Death")
CFCU C 1 A_GiveInventory("CutM_CutterCheck_P")

RCTC B 0 A_JumpIfCloser(58,"Death")
RCTC BB 0 A_SeekerMissile(90,90,SMF_PRECISE)
CFCU D 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC B 0 A_JumpIfCloser(58,"Death")
CFCU E 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC B 0 A_JumpIfCloser(58,"Death")
CFCU F 1 A_GiveInventory("CutM_CutterCheck_P")

RCTC C 0 A_JumpIfCloser(58,"Death")
RCTC C 0 A_PlaySound("weapon/FastCutter",1)
RCTC CC 0 A_SeekerMissile(90,90,SMF_PRECISE)
CFCU G 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC C 0 A_JumpIfCloser(58,"Death")
CFCU A 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC C 0 A_JumpIfCloser(58,"Death")
CFCU B 1 A_GiveInventory("CutM_CutterCheck_P")

RCTC D 0 A_JumpIfCloser(58,"Death")
RCTC DD 0 A_SeekerMissile(90,90,SMF_PRECISE)
CFCU C 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC D 0 A_JumpIfCloser(58,"Death")
CFCU E 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC D 0 A_JumpIfCloser(58,"Death")
CFCU F 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC D 0 A_JumpIfCloser(58,"Death")
CFCU G 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_CountDown
RCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
loop

}
}

actor CutM_CutterRet2 : CutM_CutterRet
{
scale 2.5
States
{
Spawn:
RCTC A 0
RCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
RCTC A 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
RCTC A 0 A_FaceTarget
goto Spawn2
Spawn2:
RCTC A 0 A_TakeFromTarget("CutterFlag",999)
RCTC A 0 A_JumpIfCloser(58,"Death")
RCTC A 0 A_PlaySound("weapon/FastCutter",1)
RCTC AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
RCTC A 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_JumpIfCloser(58,"Death")
RCTC A 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_JumpIfCloser(58,"Death")
RCTC A 1 A_GiveInventory("CutM_CutterCheck_P")

RCTC B 0 A_JumpIfCloser(58,"Death")
RCTC BB 0 A_SeekerMissile(90,90,SMF_PRECISE)
RCTC B 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC B 0 A_JumpIfCloser(58,"Death")
RCTC B 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC B 0 A_JumpIfCloser(58,"Death")
RCTC B 1 A_GiveInventory("CutM_CutterCheck_P")

RCTC C 0 A_JumpIfCloser(58,"Death")
RCTC C 0 A_PlaySound("weapon/FastCutter",1)
RCTC CC 0 A_SeekerMissile(90,90,SMF_PRECISE)
RCTC C 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC C 0 A_JumpIfCloser(58,"Death")
RCTC C 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC C 0 A_JumpIfCloser(58,"Death")
RCTC C 1 A_GiveInventory("CutM_CutterCheck_P")

RCTC D 0 A_JumpIfCloser(58,"Death")
RCTC DD 0 A_SeekerMissile(90,90,SMF_PRECISE)
RCTC D 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC D 0 A_JumpIfCloser(58,"Death")
RCTC D 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC D 0 A_JumpIfCloser(58,"Death")
RCTC D 1 A_GiveInventory("CutM_CutterCheck_P")
RCTC A 0 A_CountDown
RCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
loop

}
}

actor CutM_CutterPrang
{
PROJECTILE
damagetype "CutM_Cutter"
Obituary "$OB_ROLLINGCUTTER"
+RIPPER
+DONTBLAST
+DONTSPLASH
Renderstyle None
damage (6)//140
radius 16
height 16//28
States
{
Spawn:
TNT1 A 2//0
stop
}
}

actor CutM_CutterPrangR : CutM_CutterPrang
{
Obituary "$OB_ROLLINGCUTTER2"
}

actor CutM_CutterStationaryPrang : BasicExplosion
{
damagetype "CutM_Cutter"
Obituary "$OB_ROLLINGCUTTER"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(2,56,0,0,57)
stop
}
}

actor CutmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CutM_Cutter",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CutM_CutterB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CutM_CutterR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CutM_CutterO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CutM_CutterP",0,1,8,0)
goto Done
}
}

actor CutmanAlt1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDice",-40,0,16,16,0,10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceB",-40,0,16,16,0,10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceR",-40,0,16,16,0,10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceO",-40,0,16,16,0,10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceP",-40,0,16,16,0,10)
goto Done
}
}

actor CutmanAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDice",-25,0,8,10,0,5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceB",-25,0,8,10,0,5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceR",-25,0,8,10,0,5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceO",-25,0,8,10,0,5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceP",-25,0,8,10,0,5)
goto Done
}
}

actor CutmanAlt3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDice",-10,0,0,4,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceB",-10,0,0,4,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceR",-10,0,0,4,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceO",-10,0,0,4,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceP",-10,0,0,4,0,0)
goto Done
}
}

actor CutmanAlt4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDice",5,0,-2,-2,0,-5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceB",5,0,-2,-2,0,-5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceR",5,0,-2,-2,0,-5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceO",5,0,-2,-2,0,-5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceP",5,0,-2,-2,0,-5)
goto Done
}
}

actor CutmanAlt5_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDice",15,0,-8,-6,0,-10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceB",15,0,-8,-6,0,-10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceR",15,0,-8,-6,0,-10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceO",15,0,-8,-6,0,-10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CutM_SliceDiceP",15,0,-8,-6,0,-10)
goto Done
}
}


