actor BassBusterBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_0F"
dropitem "JetUpgradeGiverDropped"

Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
Inventory.Pickupmessage "$PU_BASSBUSTER"
Obituary "$OB_BASSBUSTER"
States
{
Spawn:
C_00 F 1
loop
Ready:
BASB B 0 A_JumpIfInventory("Once",1,"Ready2")
BASB B 0 A_GunFlash
BUST B 0 ACS_ExecuteAlways(981,0,0)
BASB B 0 A_GiveInventory("Once",1)
Goto Ready2
Ready2:
BASB B 0 ACS_ExecuteAlways(998,0,DYE_BASSC)
BASB B 0 A_GiveInventory("AdaptorFlag") 
BASB B 2 A_WeaponReady
MAGB C 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)//extra precaution
BASB B 0 A_GunFlash
BASB B 0 A_GiveInventory("BassBusterCharge",2) 
Goto Ready2+2

//sorry bull had to slot these out for now as weapon swapping breaks his skin's color
Flash:
TNT1 A 1 A_GiveInventory("BassBusterClassRage_RC",1)
TNT1 A 0 //ACS_ExecuteAlways(998,0,DYE_BASSC,1) 
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("BassBusterCharge",56,"Flash3")
TNT1 A 1 A_GiveInventory("BassBusterClassRage_RC",1)
TNT1 A 0 //ACS_ExecuteAlways(998,0,DYE_BASSC,1) 
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("BassBusterCharge",56,"Flash3")
TNT1 A 1 A_GiveInventory("BassBusterClassRage_RC",1)
TNT1 A 0 //ACS_ExecuteAlways(998,0,DYE_BASSC,1) 
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("BassBusterCharge",56,"Flash3")
//TNT1 A 0 A_JumpIfInventory("BassBusterCharge",28,"Flash2")//????????????????????????????????????????????????
loop
Flash2:
TNT1 A 0// ACS_ExecuteAlways(991,0,107)
TNT1 A 3//????????????????????????????????????????????????????????????????????????????????????????????????
goto Flash
Flash3:
TNT1 A 0// ACS_ExecuteAlways(991,0,107)
TNT1 AA 0 A_SpawnItemEx("BassChargeFX",32,0,random(0,48),velx,vely,velz+12,random(0,360),SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
TNT1 A 1 A_GiveInventory("BassBusterClassRage_RC",1)
TNT1 AA 0 A_SpawnItemEx("BassChargeFX",32,0,random(0,48),velx,vely,velz+12,random(0,360),SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
TNT1 A 1
TNT1 AA 0 A_SpawnItemEx("BassChargeFX",32,0,random(0,48),velx,vely,velz+12,random(0,360),SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
TNT1 A 1
goto Flash
NoFlash:
TNT1 A 0
stop

Deselect:
BASB B 0 A_TakeInventory("BassDash",1)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BASB B 1 A_Lower
goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BASB B 1 A_Raise
Loop

Fire:
//"####" "#" 0 A_Jump(256,2)
//"####" "#" 55 //dis stupid shit prevents zandrodumb from doing weapon animation desyncs
BASB B 0 A_JumpIfInventory("DickKickemCheck",1,"DickKickem")
BASB B 0 A_JumpIfInventory("BassBusterCharge",56,"FireC")
FireX: 
BASB B 0 A_JumpIfInventory("BassUpgradeFlag",1,"FireXUP")
BASB B 0 A_PlaySoundEx("weapon/NewBassBuster","Weapon")
BASB B 0 A_JumpIfInventory("BassBusterClassRage", 9*4, "Fire4")
BASB B 0 A_JumpIfInventory("BassBusterClassRage", 9*3, "Fire3")
BASB B 0 A_JumpIfInventory("BassBusterClassRage", 9*2, "Fire2")
BASB B 0 A_JumpIfInventory("BassBusterClassRage", 9*1, "Fire1") 
BASB B 0 A_JumpIfInventory("BassBusterClassRage", 3, "Fire0")  
BASB B 0 A_GiveInventory("BusterCooldownCooldown", 1)
BASB B 0 A_GiveInventory("BassMain_CI",1)
BASB B 0 A_GiveInventory("BassBusterClassRage", 1)
BASB C 1 A_JumpIfInventory("PowerRage_ST",1,1)
BASB C 1
BASB D 1 A_JumpIfInventory("PowerRage_ST",1,1)
BASB D 1
BASB B 0 A_Refire("FireX")
BASB BBBBB 2 
BASB B 2 A_WeaponReady
goto Ready2+2 
Fire0: 
BASB B 0 A_GiveInventory("BassMain0_CI",1)
Goto Anim
Fire1:
BASB B 0 A_GiveInventory("BassMain1_CI",1)
goto Anim
Fire2:
BASB B 0 A_GiveInventory("BassMain2_CI",1)
goto Anim
Fire3:
BASB B 0 A_GiveInventory("BassMain3_CI",1)
goto Anim
Fire4:
BASB B 0 A_GiveInventory("BassMain4_CI",1)
goto Anim
Anim:
BASB B 0 A_GiveInventory("BusterCooldownCooldown", 1)
BASB B 0 A_GiveInventory("BassBusterClassRage", 1)
BASB B 0 A_JumpIfInventory("PowerRage_ST",1,2)
BASB C 1
BASB C 1
BASB D 1
BASB B 1
BASB B 0 A_Refire("FireX")
Cooldown:
BASB DDDDDD 1 //A_WeaponReady(WRF_NOPRIMARY) //gibus is no fun //lol. lmao//ok FINE
BASB B 0 A_JumpIfInventory("PowerRage_ST",1,1)
BASB C 2 A_WeaponReady(WRF_NOPRIMARY)
BASB C 2 A_WeaponReady(WRF_NOPRIMARY)
goto Ready2+2 
FireXUP:
BASB B 0 A_PlaySoundEx("weapon/pshot","Weapon")
BASB B 0 A_GiveInventory("BassMainUP_CI")
BASB B 0 A_JumpIfInventory("PowerRage_ST",1,1)
BASB CCDD 1 A_JumpIfInventory("BassDash",1,"FireC")
BASB B 0 //A_GiveInventory("BassBusterCharge",1)
BASB B 0 A_Refire("FireX")
goto Ready2+2

FireC:
BASB C 0 A_JumpIfInventory("BassUpGradeFlag",1,"FireC2")
BASB C 1
BASB B 0 A_PlaySoundEx("weapon/NewBassChargeBuster","auto")
BASB B 0 A_GiveInventory("BassChargeShot_CI")
BASB B 0 A_TakeInventory("BassBusterCharge",56)
BASB B 0 A_JumpIfInventory("PowerRage_ST",1,1)
BASB C 1
BASB DB 1
BASB B 5
goto Ready2+2

FireC2:
BASB C 1
BASB B 0 A_PlaySoundEx("weapon/NewBassChargeBuster","auto")
BASB B 0 A_GiveInventory("BassChargeShotEx_CI")
BASB B 0 A_TakeInventory("BassBusterCharge",56)
BASB B 0 A_JumpIfInventory("PowerRage_ST",1,1)
BASB C 1
BASB DB 1
BASB B 5
goto Ready2+2

AltFire:
//"####" "#" 0 A_Jump(256,2)
//"####" "#" 55 //dis stupid shit prevents zandrodumb from doing weapon animation desyncs
BASD B 1 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,15,1)
BASB B 0 A_JumpIfInventory("SlideLimitFlag",100,"BassKickS")
//BASD B 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,12.5,1)
BASD B 0 A_Recoil(-16)
BASD B 0 A_GiveInventory("BassDash",1)
BASD B 0 A_PlaySoundEx("weapon/chargekick","Weapon")
BASD B 0 SetPlayerProperty(0,1,0)
BASD B 2 //A_GiveInventory("BassDashThrust",1)
BASD C 8
BASD C 5 SetPlayerProperty(0,0,0)
//BASD C 5 ACS_ExecuteAlways(191,0,APROP_Speed,1,1)
MAGB C 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)
BASD C 0 A_TakeInventory("BassDash",99)
BASD C 9
BASD B 3
BASD A 3 
goto Ready2+2

BassKickS:
MAGB C 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,15,1)
BASD C 0 A_GiveInventory("DickKickemCheck")
TNT1 A 0 A_GiveInventory("CopySlideDelay")
TNT1 A 0 A_GiveInventory("CopySlideAmmoPickup")//A_TakeInventory("SlideLimitFlag",100)
BASD B 0 A_GiveInventory("BassDash")
BASD B 0 A_PlaySoundEx("weapon/chargekick","Weapon")
BASD B 0 SetPlayerProperty(0,1,0)
BASD B 0 A_ChangeVelocity(cos(pitch)*35,0,-sin(pitch)*5,CVF_RELATIVE)
BASD B 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
BASD CCCCCCCCCCCCCCCCC 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
BASD C 0 A_TakeInventory("BassDash",99)
BASD C 0 SetPlayerProperty(0,0,0)
//BASD C 0 ACS_ExecuteAlways(191,0,APROP_Speed,1,1)
MAGB C 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)
BASD C 4
BASD B 3
BASD A 3 
goto Ready2+2
DickKickem:
BASD C 0 A_Jump(256,2)
BASD C 555 //dis stupid shit prevents zandrodumb from doing weapon animation desyncs
BASD C 0 A_GiveInventory("BassKickFlag",1)
BASD B 0 A_ScaleVelocity(0.35)
BASD B 0 A_PlaySoundEx("weapon/chargekick","Weapon")

BASD C 0 A_JumpIfInventory("BassUpgradeFlag",1,3)
BASD C 0 A_SpawnItemEx("BassKickC",cos(pitch)*64,0,32+sin(-pitch)*64,cos(pitch)*15,0,sin(-pitch)*15,0,1)
BASD C 0 A_Jump(256,2)
BASD C 0 A_SpawnItemEx("BassKickCE",cos(pitch)*64,0,32+sin(-pitch)*64,cos(pitch)*15,0,sin(-pitch)*15,0,1)

BASD C 0 SetPlayerProperty(0,0,0)
//BASD C 0  ACS_ExecuteAlways(191,0,APROP_Speed,1,1)
MAGB C 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)
BASK A 2
BASK B 2
BASK C 1
BASK D 1 
BASD C 0 A_TakeInventory("BassKickFlag",99)
BASK D 1
BASK G 1
BASK E 1
BASK F 2
TNT1 A 3 Offset(30,100) A_TakeInventory("BassDash",99)
BASB B 1 
BASB B 1 Offset(20,70)
BASB B 1 Offset(17,60)
BASB B 1 Offset(12,45)
BASB B 1 Offset(8,38)
BASB B 11 Offset(2,34)
BASB B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
goto Ready2+2

NoAmmo:
BASB B 1 ACS_Execute(979,0)
Goto Ready2+2
}
}

actor BassBusterCharge : Ammo
{
	+INVENTORY.IGNORESKILL
	inventory.maxamount 56
	inventory.amount 1
}

actor DickKickemCheck : Powerup
{
powerup.duration 20
+INVENTORY.ADDITIVETIME
}

actor BusterCooldownCooldown : Powerup
{
powerup.duration 10
}

actor BassBusterClassRage : Inventory
{
inventory.amount 1
inventory.maxamount 36
}

actor BassKickFlag : OnceC{}

actor BassBusterClassRage_RC : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("BusterCooldownCooldown",1,"No")
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"Pickup2")
TNT1 A 0 A_TakeInventory("BassBusterClassRage",1)
stop
Pickup2:
TNT1 A 0 A_TakeInventory("BassBusterClassRage",2)
stop
No:
TNT1 A 0
stop
}
}

actor BassShotB : FastProjectile
{
Translation "204:204=215:215","202:202=4:4","199:199=215:215"
PROJECTILE
+FORCEXYBILLBOARD
damagetype "Bass_Shot"
Obituary "$OB_BASSBUSTER"
Damage (5)
Speed 55
radius 5
height 5
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
W_0D B 1
loop
Death:
NEDR UVU 2
stop
}
}
actor BassShotBB : BassShotB{translation "204:204=205:205","202:202=4:4","199:199=205:205"}
actor BassShotBR : BassShotB{translation "204:204=171:171","202:202=4:4","199:199=171:171"}
actor BassShotBO : BassShotB{translation "204:204=104:104","202:202=4:4","199:199=104:104"}
actor BassShotBP : BassShotB{translation "204:204=229:229","202:202=4:4","199:199=229:229"}

actor HeroBassChargeShot
{
translation "220:220=4:4", "228:228=103:103", "192:198=103:103"
Obituary "%o's particles were disintegrated by %k's charge shot."
damagetype "Bass_Shot"
PROJECTILE
Damage (20)
Speed 55
Scale 2.75
Radius 20
Height 14
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
ARRS B 1
ARRS C 1 A_SpawnItemEx("BassChargeShotFX",12,random(-22,22),random(-7,7),0,0,0,0,1|SXF_ABSOLUTEMOMENTUM)
loop
}
}

actor HeroBassChargeShotEX : HeroBassChargeShot {Damage(25)}

actor HeroBassChargeShotEXB : HeroBassChargeShotEX {translation "220:220=74:74", "228:228=205:205", "192:198=74:74" }
actor HeroBassChargeShotEXR : HeroBassChargeShotEX {translation "220:220=41:41", "228:228=171:171", "192:198=41:41" }
actor HeroBassChargeShotEXO : HeroBassChargeShotEX {translation "220:220=128:128", "228:228=104:104", "192:198=128:128" }
actor HeroBassChargeShotEXP : HeroBassChargeShotEX {translation "220:220=232:232", "228:228=229:229", "192:198=232:232" }


actor HeroBassChargeShotB : HeroBassChargeShot {translation "220:220=74:74", "228:228=205:205", "192:198=74:74" }
actor HeroBassChargeShotR : HeroBassChargeShot {translation "220:220=41:41", "228:228=171:171", "192:198=41:41" }
actor HeroBassChargeShotO : HeroBassChargeShot {translation "220:220=128:128", "228:228=104:104", "192:198=128:128" }
actor HeroBassChargeShotP : HeroBassChargeShot {translation "220:220=232:232", "228:228=229:229", "192:198=232:232" }

actor BassChargeShotFX : BasicClientSide
{
Scale 1.65
Translation "192:192=4:4","198:198=4:4","250:250=4:4","249:249=4:4"
Renderstyle "Translucent"
ReactionTime 10
States
{
Spawn:
TNT1 A 0
TNT1 A 0
SpawnX:
TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
Spawn1:
X_2F ABC 2 bright A_CountDown
loop
Spawn2:
X_2F DEF 2 bright A_CountDown
loop
/*
SpawnY://,"202:202=4:4","199:199=4:4"
TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
Spawn3:
Y_2F ABC 2 bright A_CountDown
loop
Spawn4:
Y_2F DEF 2 bright A_CountDown
loop
SpawnW://,"204:204=4:4","195:195=4:4"
TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
Spawn5:
W_2F ABC 2 bright A_CountDown
loop
Spawn6:
W_2F DEF 2 bright A_CountDown
loop
*/
SpawnV://215 161 160
TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
Spawn7:
V_2F ABC 2 bright A_CountDown
loop
Spawn8:
V_2F DEF 2 bright A_CountDown
loop
}
}

actor BassChargeFX : BasicClientside
{
Scale 2.35
States
{
Spawn:
TNT1 A 0
5A_H Q 3
stop
}
}

actor BassKickC
{
PROJECTILE
//+THRUACTORS
//+THRUGHOST
+DONTBLAST
//+NOINTERACTION
DamageType "BassKickC"
Radius 2
Height 2
Scale 2.5
Obituary "%o was kicked off the stage by %k's crescent kick."
States
{
Spawn:
TNT1 A 0
Death:
STEA MMNNO 1 A_Explode(15,64,0,0,65)
stop
}
}

actor BassKickCE : BassKickC {DamageType "BassKickEx"}

actor BassKickCProtect : PowerProtection
{
	DamageFactor "BassKickC", 0
	DamageFactor "BassKickEx", 0
	powerup.duration 10
}

actor BassBulletUpgraded : BassShotB
{
	Damage (5)
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
		SpawnLOOP:
			_BAS EF 2
			wait
		Death:
			BSB0 KLKL 2 A_SetScale(ScaleY-0.5)
			stop
	}
}

actor BassBulletUpgradedB : BassBulletUpgraded {Translation "198:198=196:196", "56:56=205:205", "62:62=74:74","199:199=205:205","202:202=196:196"}
actor BassBulletUpgradedR : BassBulletUpgraded {Translation "198:198=170:170", "56:56=171:171", "62:62=41:41","199:199=171:171","202:202=170:170"}
actor BassBulletUpgradedO : BassBulletUpgraded {Translation "198:198=138:138", "56:56=104:104", "62:62=128:128","199:199=104:104","202:202=138:138"}
actor BassBulletUpgradedP : BassBulletUpgraded {Translation "198:198=214:214", "56:56=229:229", "62:62=232:232","199:199=229:229","202:202=214:214"}

//"198:198=0:0", "56:56=0:0", "62:62=0:0"

 
actor BassMainUP_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BassBulletUpgraded",random(-1,1),1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassBulletUpgradedB",random(-1,1),1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassBulletUpgradedR",random(-1,1),1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassBulletUpgradedO",random(-1,1),1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassBulletUpgradedP",random(-1,1),1,8,0)
goto Done
}
}

actor BassChargeShot_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShot",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotP",0,1,8,0)
goto Done
}
}

actor BassChargeShotEx_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotEx",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotExB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotExR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotExO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeroBassChargeShotExP",0,1,8,0)
goto Done
}
}




 
actor BassMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BassShotB",0,0,8,0,1,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassShotBB",0,0,8,0,1,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassShotBR",0,0,8,0,1,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassShotBO",0,0,8,0,1,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassShotBP",0,0,8,0,1,0)
goto Done
}
}

actor BassMain0_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BassShotB",frandom(-3,3),0,8,0,0,frandom(0,0))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassShotBB",frandom(-3,3),0,8,0,0,frandom(0,0))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassShotBR",frandom(-3,3),0,8,0,0,frandom(0,0))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassShotBO",frandom(-3,3),0,8,0,0,frandom(0,0))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassShotBP",frandom(-3,3),0,8,0,0,frandom(0,0))
goto Done
}
}

actor BassMain1_CI : TeamColor_CI
{
states
{ 
FireX:
TNT1 A 0 A_FireCustomMissile("BassShotB",frandom(-4,4),0,8,0,0,frandom(-1,1))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassShotBB",frandom(-4,4),0,8,0,0,frandom(-1,1))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassShotBR",frandom(-4,4),0,8,0,0,frandom(-1,1))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassShotBO",frandom(-4,4),0,8,0,0,frandom(-1,1))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassShotBP",frandom(-4,4),0,8,0,0,frandom(-1,1))
goto Done
}
}

actor BassMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BassShotB",frandom(-5,5),0,8,0,0,frandom(-2,2))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassShotBB",frandom(-5,5),0,8,0,0,frandom(-2,2))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassShotBR",frandom(-5,5),0,8,0,0,frandom(-2,2))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassShotBO",frandom(-5,5),0,8,0,0,frandom(-2,2))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassShotBP",frandom(-5,5),0,8,0,0,frandom(-2,2))
goto Done
}
}

actor BassMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BassShotB",frandom(-6,6),0,8,0,0,frandom(-3,3))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassShotBB",frandom(-6,6),0,8,0,0,frandom(-3,3))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassShotBR",frandom(-6,6),0,8,0,0,frandom(-3,3))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassShotBO",frandom(-6,6),0,8,0,0,frandom(-3,3))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassShotBP",frandom(-6,6),0,8,0,0,frandom(-3,3))
goto Done
}
}

actor BassMain4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BassShotB",frandom(-7,7),0,8,0,0,frandom(-4,4))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassShotBB",frandom(-7,7),0,8,0,0,frandom(-4,4))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassShotBR",frandom(-7,7),0,8,0,0,frandom(-4,4))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassShotBO",frandom(-7,7),0,8,0,0,frandom(-4,4))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassShotBP",frandom(-7,7),0,8,0,0,frandom(-4,4))
goto Done
}
}
