actor AlienTrapBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_2J"
dropitem "BoobeamBarrierWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Obituary "$OB_ALIENBUSTER"
Inventory.Pickupmessage "I'm not saying its Aliens, but its probably Aliens."
weapon.ammotype "AlienTrapAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_02 J 1
loop
Ready:
ALIF A 0 ACS_ExecuteAlways(998,0,DYE_ALIEN)
ALIF A 0 A_GunFlash
ALIF A 0 A_ClearRefire
ALIF A 0 A_JumpIfInventory("AlienTrapAmmo",1,"Ready2")
ALIF A 3 A_WeaponReady(WRF_NOFIRE)
ALIF A 0 A_GiveInventory("AlienTrapAmmo",1)
Goto Ready+3
Ready2:
ALIF A 0 A_JumpIfInventory("AlienTrapAmmo",14,"Ready3")
ALIF A 6 A_WeaponReady(WRF_NOSECONDARY)
ALIF A 0 A_GiveInventory("AlienTrapAmmo",2)
loop
Ready3:
ALIF A 6 A_WeaponReady
ALIF A 0 A_GiveInventory("AlienTrapAmmo",2)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
ALIF A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
ALIF A 1 A_Raise
Loop
Fire:
ALIF B 0 //A_JumpIfInventory("AlienTrapAmmo",1,1)
//goto NoAmmo
ALIF B 0 A_PlaySoundEx("weapon/AlienFire","Weapon")
ALIF G 0 //A_TakeInventory("AlienTrapAmmo",1)
ALIF B 0 A_GiveInventory("AlienMain_CI",1)
ALIF B 1 Offset(0,35) A_GiveInventory("CBM_TargetMarker",1)
ALIF B 1 Offset(0,39)A_GiveInventory("AlienFiredFlag",1)
ALIF D 1 A_GiveInventory("AlienFiredFlag",1)
ALIF D 0 A_TakeInventory("AlienFiredFlag",1)
ALIF D 1 A_JumpIfInventory("PowerRage_ST",1,1)
ALIF D 1
ALIF C 1 A_JumpIfInventory("PowerRage_ST",1,1)
ALIF C 1 Offset(0,39)
ALIF G 1 Offset(0,35)A_JumpIfInventory("PowerRage_ST",1,1)
ALIF A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
Goto Ready+3
AltFire:
ALIF A 0 A_JumpIfInventory("AlienTrapAmmo",14,"AltFire2")
goto NoAmmo
AltFire2:
ALIF G 0 A_PlaySoundEx("weapon/BombThrow","Weapon")
ALIF G 0 A_TakeInventory("AlienTrapAmmo",14)
ALIF G 0 A_GiveInventory("AlienAlt_CI",1)
ALIF B 1 Offset(0,35)A_JumpIfInventory("PowerRage_ST",1,1)
ALIF B 1 Offset(0,39)
ALIF C 1 A_JumpIfInventory("PowerRage_ST",1,1)
ALIF E 1
ALIF E 1 A_JumpIfInventory("PowerRage_ST",1,1)
ALIF E 1
ALIF F 1 A_JumpIfInventory("PowerRage_ST",1,1)
ALIF F 1
ALIF F 1 A_JumpIfInventory("PowerRage_ST",1,1)
ALIF C 1
ALIF C 1 A_JumpIfInventory("PowerRage_ST",1,1)
ALIF G 1 Offset(0,39)
ALIF G 1 Offset(0,35)A_JumpIfInventory("PowerRage_ST",1,1)
ALIF A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
//ALIF BCBCB 2
//ALIF A 6
Goto Ready+3
NoAmmo:
ALIF A 0
Goto Ready+3

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,"NoFlight")
TNT1 A 0 A_JumpIfInventory("AlienFlightFlag",1,"Flight")
goto NoFlight
Flight:
TNT1 A 0 A_JumpIf(z-floorz>=240,"NoFlight")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(107,0)==1,"MaybeFlight")
YesFlight:
TNT1 A 1 SetPlayerProperty(0,1,3)
TNT1 A 0 A_JumpIfInventory("AlienBoss_StaminaFlag",500,"Flash")
TNT1 A 0 A_JumpIf(z-floorz==0,"Recharge")
goto Flash
MaybeFlight:
TNT1 A 0 A_TakeInventory("AlienBoss_StaminaFlag",20)
TNT1 A 0 A_JumpIfInventory("AlienBoss_StaminaFlag",1,"YesFlight")
goto NoFlight
NoFlight:
TNT1 A 1 SetPlayerProperty(0,0,3)
TNT1 A 0 A_JumpIfInventory("AlienBoss_StaminaFlag",500,"Flash")
TNT1 A 0 A_JumpIf(z-floorz==0,"Recharge")
Goto Flash
Recharge:
TNT1 A 0 A_GiveInventory("AlienBoss_StaminaFlag",4)
Goto Flash
}
}

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

actor AlienBoss_StaminaFlag : Ammo
{
inventory.amount 1
inventory.maxamount 500
+INVENTORY.IGNORESKILL
+INVENTORY.UNDROPPABLE
}

actor AlienFlightFlag : OnceC {}

actor AlienFiredFlag : OnceC {}

actor AlienFlightItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.pickupmessage "Is such a thing even possible? Yes it is."
Tag "$TAGC_FLOATTOGGLE"
inventory.icon "ALIFZ"
scale 2.0
+INVBAR
states
{
Spawn:
ALIF Z 1
loop
Use:
TNT1 A 0 A_PlaySoundEx("item/ItemUseMM9","SoundSlot6")
TNT1 A 0 A_JumpIfInventory("AlienFlightFlag",1,"Take")
TNT1 A 0 A_GiveInventory("AlienFlightFlag",1)
fail
Take:
TNT1 A 0 A_TakeInventory("AlienFlightFlag",999)
fail
}
}

actor AlienShot
{
Translation "204:204=210:210"
PROJECTILE
damagetype "Alien_Shot"
Obituary "$OB_ALIENBUSTER"
Speed 45
radius 12
height 12
scale 2.5
Damage (6)
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
W_0D A 0
W_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
Spawn2:
W_0D BBB 1 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D BBB 1 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
loop
}
}

actor AlienShotX : AlienShot
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
W_0D A 0
W_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-0.75,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
Spawn2:
W_0D BBB 1 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D BBB 1 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
W_0D B 1 A_Changevelocity(0,-1.5,0,CVF_RELATIVE)
W_0D B 0 A_SpawnItemEx("AlienShotFX",0,0,0,0,0,0,0,1)
loop
}
}

  Actor AlienShotFX : BasicClientSide
  {
    RenderStyle "Add"
	alpha 0.5
	States
	{
		Spawn:
		W_0D B 1 A_FadeOut(0.05)
		W_0D B 0 A_ScaleVelocity(0.5)
		loop
	}
  }

actor AlienShotB : AlienShot{translation "204:204=205:205"}
actor AlienShotR : AlienShot{translation "204:204=171:171"}
actor AlienShotO : AlienShot{translation "204:204=104:104"}
actor AlienShotP : AlienShot{translation "204:204=229:229"}

actor AlienShotXB : AlienShotX{translation "204:204=205:205"}
actor AlienShotXR : AlienShotX{translation "204:204=171:171"}
actor AlienShotXO : AlienShotX{translation "204:204=104:104"}
actor AlienShotXP : AlienShotX{translation "204:204=229:229"}

actor AlienBoobeamShot
{
PROJECTILE
damagetype "Alien_BooShot"
Obituary "$OB_ALIENBOOBEAM"
Damage (8)
radius 12
height 12
Speed 45
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
X_2N G 1
wait

XDeath:
X_2N G 0
stop
Death:
X_2N G 0 A_JumpIf(z-floorz==0,"Floor")
X_2N G 0
stop
Floor:
X_2N G 0 A_SpawnItemEx("AlienBoobeamShotF",0,0,1,45,0,0,0,1)
stop
}
}

actor AlienBoobeamShotF : AlienBoobeamShot
{
Damage (8)
States
{
Death:
goto XDeath
}
}

actor AlienBoobeamShotX : AlienBoobeamShot
{
Obituary "$OB_ALIENBOOBEAMX"
+DONTSEEKINVISIBLE//
+SEEKERMISSILE
+SCREENSEEKER
ReactionTime 85
Damage (8)
radius 6
height 6
Speed 35
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
X_2N G 0 //A_SpawnItemEx("AlienBoobeamShotXFX",0,0,0,0,0,0,0,1)
X_2N GG 1 //A_SeekerMissile(0,1,1,88,7)
X_2N G 0 A_CountDown
loop
}
}


actor AlienBoobeamTrapSpawner
{
translation "199:199=198:198","202:202=192:192","4:4=39:39","208:208=39:39"
PROJECTILE
damagetype "Alien_Boobeam"
Obituary "$OB_ALIENBOOBEAMX"
+DONTSPLASH
+DONTREFLECT
Damage (12)
Height 10
Radius 10
speed 40
Scale 2.5
States
{
Spawn:
X_2N G 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
X_2N G 4// ThrustThingZ(0,8,0,1)
X_2N G 1// A_ChangeFlag("NOGRAVITY",0)
X_2N G 1
wait
Death:
TNT1 A 0 A_PlaySound("weapon/crashland")
TNT1 A 0 A_JumpIf(z-floorz<5,"Floor")
TNT1 A 0 A_JumpIf(z-ceilingz==0-10,"Ceiling")
TNT1 A 0 A_SpawnItemEx("AlienBoobeamTrap",0,0,0,0,0,0,0,1)
XDeath:
TNT1 A 2
stop
Floor:
TNT1 A 0 A_SpawnItemEx("AlienBoobeamTrapF",0,0,0,0,0,0,0,1)
goto XDeath
Ceiling:
TNT1 A 0 A_SpawnItemEx("AlienBoobeamTrapC",0,0,0,0,0,0,0,1)
goto XDeath
}
}


actor AlienBoobeamTrapSpawnerB : AlienBoobeamTrapSpawner{translation "199:199=74:74","202:202=205:205"}
actor AlienBoobeamTrapSpawnerR : AlienBoobeamTrapSpawner{translation "199:199=41:41","202:202=171:171"}
actor AlienBoobeamTrapSpawnerO : AlienBoobeamTrapSpawner{translation "199:199=128:128","202:202=104:104"}
actor AlienBoobeamTrapSpawnerP : AlienBoobeamTrapSpawner{translation "199:199=232:232","202:202=229:229"}

actor AlienBoobeamTrap
{
PROJECTILE
damagetype "Alien_Boobeam"
Obituary "$OB_ALIENBOOBEAM"
+NOCLIP
+THRUACTORS
+DONTBLAST
+DONTREFLECT
reactiontime 350
Damage (0)
Radius 9
Height 9
scale 2.5
States
{
Spawn:
TNT1 A 0
//TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
X_2N AA 3
X_2N FAFAFAFA 3 A_PlaySoundEx("weapon/BoobeamBeep","Body")
Goto Waiting
Waiting:
X_2N B 1 A_CountDown
X_2N B 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
X_2N B 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N B 1 A_CountDown
X_2N B 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N B 1 A_CountDown
X_2N C 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N C 1 A_CountDown
X_2N C 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N C 1 A_CountDown
X_2N C 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N C 1 A_CountDown
X_2N D 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N D 1 A_CountDown
X_2N D 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N D 1 A_CountDown
X_2N D 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N D 1 A_CountDown
X_2N E 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N E 1 A_CountDown
X_2N E 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N E 1 A_CountDown
X_2N E 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N E 1 A_CountDown
X_2N B 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
loop

Delay1:
X_2N F 1 A_SpawnItemEx("AlienBoobeamTrapX1",0,0,0,0,0,0,0,1)
goto FireTime+2
Delay2:
X_2N F 0 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
X_2N F 2 A_SpawnItemEx("AlienBoobeamTrapX2",0,0,0,0,0,0,0,1)
goto FireTime+2
Delay3:
X_2N F 1 A_SpawnItemEx("AlienBoobeamTrapX3",0,0,0,0,0,0,0,1)
X_2N F 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
goto FireTime+2
Delay4:
X_2N F 0 A_SpawnItemEx("AlienBoobeamTrapX4",0,0,0,0,0,0,0,1)
X_2N FA 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
goto FireTime+2

FireTime:
X_2N F 0 A_Jump(256,1,"Delay1","Delay2","Delay3","Delay4")
X_2N F 0 A_SpawnItemEx("AlienBoobeamTrapX",0,0,0,0,0,0,0,1)
X_2N FA 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
X_2N F 1
X_2N F 0
X_2N F 1
X_2N FFFFFFFF 0 A_CountDown
X_2N FFAAAAAA 1 A_CountDown
Goto Waiting
Death:
UMFX ABCD 2
stop
}
}

actor AlienBoobeamTrapX : BasicExplosion
{
damagetype "Alien_Boobeam"
Obituary "$OB_ALIENBOOBEAM"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
goto Spawn2
Spawn2:
TNT1 A 4
TNT1 A 1 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
TNT1 A 0 A_PlaySoundEx("weapon/BoobeamPew","Body")
TNT1 A 0 //A_Jump(16,"SpawnX")
TNT1 A 0 A_SpawnItemEx("AlienBoobeamShot",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,0,1)
TNT1 A 5 
stop
SpawnX:
TNT1 A 0 A_SpawnItemEx("AlienBoobeamShotX",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,0,1)
TNT1 A 5 
stop

}
}

actor AlienBoobeamTrapX1 : AlienBoobeamTrapX
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
goto Spawn2
}
}
actor AlienBoobeamTrapX2 : AlienBoobeamTrapX
{
States
{
Spawn:
TNT1 A 0
TNT1 A 2 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
goto Spawn2
}
}
actor AlienBoobeamTrapX3 : AlienBoobeamTrapX
{
States
{
Spawn:
TNT1 A 0
TNT1 A 3 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
goto Spawn2
}
}
actor AlienBoobeamTrapX4 : AlienBoobeamTrapX
{
States
{
Spawn:
TNT1 A 0
TNT1 A 4 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
goto Spawn2
}
}

actor AlienBoobeamTrapF : AlienBoobeamTrap
{
States
{
Spawn:
X_2N HH 3
X_2N LHLHLHLH 3 A_PlaySoundEx("weapon/BoobeamBeep","Body")
Goto Waiting
Waiting:
X_2N I 1 A_CountDown
X_2N I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
X_2N I 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N I 1 A_CountDown
X_2N I 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N I 1 A_CountDown
X_2N J 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N J 1 A_CountDown
X_2N J 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N J 1 A_CountDown
X_2N J 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N J 1 A_CountDown
X_2N K 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N K 1 A_CountDown
X_2N K 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N K 1 A_CountDown
X_2N K 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N K 1 A_CountDown
X_2N H 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N H 1 A_CountDown
X_2N H 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N H 1 A_CountDown
X_2N H 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N H 1 A_CountDown
X_2N I 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
loop
Delay1:
X_2N L 1
goto FireTime+2
Delay2:
X_2N L 2
goto FireTime+2
Delay3:
X_2N L 1
X_2N L 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
goto FireTime+2
Delay4:
X_2N LH 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
goto FireTime+2
FireTime:
X_2N L 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,10)
X_2N L 0 A_Jump(256,1,"Delay1","Delay2","Delay3","Delay4")
X_2N LH 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
X_2N L 1 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,10)
X_2N L 0 A_PlaySoundEx("weapon/BoobeamPew","Body")
X_2N L 0 //A_Jump(16,"FireTimeX")
X_2N L 0 A_SpawnItemEx("AlienBoobeamShot",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,0,1)
X_2N L 1 
X_2N LLLLLLLL 0 A_CountDown
X_2N LLHHHHHH 1 A_CountDown
goto Waiting
FireTimeX:
X_2N L 0 A_SpawnItemEx("AlienBoobeamShotX",0,0,0,cos(-pitch)*52,0,sin(-pitch)*52,0,1)
X_2N L 1 
goto FireTime+8

Death:
UMFX ABCD 2
stop
}
}

actor AlienBoobeamTrapC : AlienBoobeamTrap
{
States
{
Spawn:
X_2N MM 3
X_2N QMQMQMQM 3 A_PlaySoundEx("weapon/BoobeamBeep","Body")
Goto Waiting
Waiting:
X_2N N 1 A_CountDown
X_2N N 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
X_2N N 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N N 1 A_CountDown
X_2N N 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N N 1 A_CountDown
X_2N O 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N O 1 A_CountDown
X_2N O 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N O 1 A_CountDown
X_2N O 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N O 1 A_CountDown
X_2N P 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N P 1 A_CountDown
X_2N P 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N P 1 A_CountDown
X_2N P 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N P 1 A_CountDown
X_2N M 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N M 1 A_CountDown
X_2N M 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N M 1 A_CountDown
X_2N M 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
X_2N M 1 A_CountDown
X_2N N 0 A_JumpIfInTargetInventory("AlienFiredFlag",1,"FireTime")
loop
Delay1:
X_2N Q 1
goto FireTime+2
Delay2:
X_2N Q 2
goto FireTime+2
Delay3:
X_2N Q 1
X_2N Q 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
goto FireTime+2
Delay4:
X_2N QM 2
goto FireTime+2
FireTime:
X_2N Q 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,-8)
X_2N Q 0 A_Jump(256,1,"Delay1","Delay2","Delay3","Delay4")
X_2N QM 2 A_PlaySoundEx("weapon/BoobeamFlash","Weapon")
X_2N Q 0 A_PlaySoundEx("weapon/BoobeamPew","Body")
X_2N Q 0 //A_Jump(16,"FireTimeX")
X_2N Q 0 A_SpawnItemEx("AlienBoobeamShot",0,0,-8,cos(-pitch)*52,0,sin(-pitch)*52,0,1)
X_2N Q 1 
X_2N QQQQQQQQ 0 A_CountDown
X_2N QQMMMMMM 1 A_CountDown
goto Waiting
FireTimeX:
X_2N Q 0 A_SpawnItemEx("AlienBoobeamShotX",0,0,-8,cos(-pitch)*52,0,sin(-pitch)*52,0,1)
X_2N Q 1 
goto FireTime+7
Death:
UMFX ABCD 2
stop
}
}



actor AlienMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("AlienShot",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("AlienShotX",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("AlienShotB",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("AlienShotXB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("AlienShotR",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("AlienShotXR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("AlienShotO",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("AlienShotXO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("AlienShotP",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("AlienShotXP",0,0,0,0)
goto Done
}
}

actor AlienAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("AlienBoobeamTrapSpawner",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("AlienBoobeamTrapSpawnerB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("AlienBoobeamTrapSpawnerR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("AlienBoobeamTrapSpawnerO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("AlienBoobeamTrapSpawnerP",0,0,0,0)
goto Done
}
}
