actor PharaohShotBoss : BaseMM8BDMWep_CBM 
{
Tag "$TAGC_4D"
dropitem "PharaohshotWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "$OB_PHARAOHSHOT"
Inventory.Pickupmessage "Power up! Pharaoh Shot!"
weapon.ammotype "ManInGauseAmmo"
inventory.icon "NULLICON" //PHAHOVER
States
{
Spawn:
C_04 D 1
loop
Ready:
	PHSH A 0 ACS_ExecuteAlways(998,0,DYE_PHARAOHMAN)
PHSH A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Goto Ready+1
Deselect:
TNT1 A 0 A_TakeInventory("ManInGauseAmmo",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
PHSH A 1 A_Lower
Loop
Select:
TNT1 A 0 A_TakeInventory("ManInGauseAmmo",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
PHSH A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_TakeInventory("ManInGauseAmmo",999)
//TNT1 A 0 A_TakeInventory("PharaohHover",100)
PHSH A 0
Goto Hold2

Hold2:
PHSH A 0 A_JumpIfInventory("PharaohSpamFlag",1,"MainSpam")
PHSH A 0 A_GiveInventory("PharaohSpamFlag",1)
PHSH A 1
PHSH A 0 A_Refire("Hold2")
Goto Throw1
MainSpam:
PHSH B 0 A_GiveInventory("PharaohSpamRageCheck",1)
PHSH B 0 A_JumpIfInventory("PharaohSpamFlag",9,"Hold2End")
PHSH B 0 A_JumpIfInventory("PharaohSpamFlag",8,"Hold2e")
PHSH B 0 A_JumpIfInventory("PharaohSpamFlag",6,"Hold2d")
PHSH B 0 A_JumpIfInventory("PharaohSpamFlag",4,"Hold2c")
PHSH B 0 A_JumpIfInventory("PharaohSpamFlag",2,"Hold2b")

Hold2b:
PHSH B 1
PHSH B 0 A_Refire("MainSpam")
Goto Throw1
Hold2c:
PHSH C 1
PHSH C 0 A_Refire("MainSpam")
Goto Throw1
Hold2d:
PHSH D 1
PHSH D 0 A_Refire("MainSpam")
Goto Throw1
Hold2e:
PHSH E 1
PHSH E 0 A_Refire("MainSpam")
Goto Throw1
Hold2End:
PHSH F 1 A_PlaySoundEx("weapon/Phar_Charge","Weapon")
PHSH E 0 A_SpawnItemEx("PharaohFXB")
PHSH E 0 A_TakeInventory("PharaohSpamFlag",999)
PHSH E 0 A_Refire("Hold3")
Goto Throw1

Hold3:
PHSH E 0 A_JumpIfInventory("ManInGauseAmmo",78,"Hold4")
PHSH F 1 A_GiveInventory("PharaohmanRageCheck",1)
PHSH E 0 A_Refire("Hold3")
PHSH E 0 A_JumpIfInventory("ManInGauseAmmo",78,"Throw3")
PHSH E 0 A_JumpIfInventory("ManInGauseAmmo",33,"Throw2")
Goto Throw1
Hold4:
PHSH E 0 A_GiveInventory("ManInGauseAmmo",1)
PHSH F 1 A_WeaponReady(6)
PHSH E 0 A_JumpIfInventory("IsBot",1,"Botfire")
PHSH E 0 A_Refire("Hold4")
Goto Throw3
Botfire:
PHAA E 0 A_Jump(16,"Throw3","ThrowW")
PHAA E 0 A_Refire("Hold4")
Goto Throw3

Throw1:
//PHAA F 0 A_StopSoundEx("Weapon")
PHAA F 0 A_PlaySoundEx("weapon/Phar_Fire1","Weapon")
PHAA F 0 A_GiveInventory("PharaohmanMain1_CI",1)
PHAA F 0 A_TakeInventory("ManInGauseAmmo",999)
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
//PHAA FGHIJK 1
PHAA F 1 A_JumpIfInventory("PowerRage_ST",1,1)
PHAA F 1 OffSet(-70,72)
PHAA F 1 OffSet(-121,112) A_JumpIfInventory("PowerRage_ST",1,1)
PHAA I 1 OffSet(1,33)
PHAA I 1 OffSet(-21,56) A_JumpIfInventory("PowerRage_ST",1,1)
PHAA I 1 OffSet(-35,84)
TNT1 A 1 A_ClearRefire
PHAA A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
Goto Ready+1
Throw2:
//PHAA F 0 A_StopSoundEx("Weapon")
PHAA F 0 A_PlaySoundEx("weapon/Phar_Fire2","Weapon")
PHAA F 0 A_GiveInventory("PharaohmanMain2_CI",1)
PHAA F 0 A_TakeInventory("ManInGauseAmmo",999)
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
//PHAA FGHIJK 1
PHAA F 1
PHAA F 1 OffSet(-70,72)
PHAA F 1 OffSet(-121,112)
PHAA I 1 OffSet(1,33)
PHAA I 1 OffSet(-21,56)
PHAA I 1 OffSet(-35,84)
TNT1 A 7 A_ClearRefire
PHAA A 1 OffSet(0,69)
PHAA A 1 OffSet(0,48)
PHAA A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
Goto Ready+1
Throw3:
//PHAA F 0 A_StopSoundEx("Weapon")
PHAA F 0 A_PlaySoundEx("weapon/Phar_Fire3","Weapon")
PHAA F 0 A_GiveInventory("PharaohmanMain3_CI",1)
PHAA F 0 A_TakeInventory("ManInGauseAmmo",999)
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
//PHAA FGHIJK 2
PHAA F 1 A_JumpIfInventory("PowerRage_ST",1,1)
PHAA F 1 OffSet(-70,72)
PHAA F 1 OffSet(-121,112) A_JumpIfInventory("PowerRage_ST",1,1)
PHAA I 1 OffSet(1,33)
PHAA I 1 OffSet(-21,56) A_JumpIfInventory("PowerRage_ST",1,1)
PHAA I 1 OffSet(-35,84)
TNT1 A 10 A_ClearRefire
TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
PHAP LM 2
Goto Ready+1
ThrowW:
PHAB C 1
PHAA F 0 A_PlaySoundEx("weapon/pharaoh5","Body")
PHAA F 0 A_PlaySoundEx("weapon/pharaoh2","Weapon")
PHAA F 0 A_GiveInventory("PharaohmanAlt1_CI",1)
PHAA F 0 A_TakeInventory("ManInGauseAmmo",999)
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
PH4W A 0 ACS_NamedExecute("BULL_SetState",0,1)
PHAB EHGF 2
PHAA F 0 A_PlaySoundEx("weapon/pharaoh5","Body")
PHAA F 0 A_PlaySoundEx("weapon/pharaoh2","Weapon")
PHAA F 0 A_GiveInventory("PharaohmanAlt2_CI",1)
PHAA F 0 A_TakeInventory("ManInGauseAmmo",999)
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
PH4W A 0 ACS_NamedExecute("BULL_SetState",0,1)
PHAB EHGF 2
PHAA F 0 A_PlaySoundEx("weapon/pharaoh5","Body")
PHAA F 0 A_PlaySoundEx("weapon/pharaoh2","Weapon")
PHAA F 0 A_GiveInventory("PharaohmanAlt3_CI",1)
PHAA F 0 A_TakeInventory("ManInGauseAmmo",999)
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
PH4W A 0 ACS_NamedExecute("BULL_SetState",0,1)
PHAB EHGF 2
PHAA F 0 A_PlaySoundEx("weapon/pharaoh5","Body")
PHAA F 0 A_PlaySoundEx("weapon/pharaoh2","Weapon")
PHAA F 0 A_GiveInventory("PharaohmanAlt4_CI",1)
PHAA F 0 A_TakeInventory("ManInGauseAmmo",999)
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
PH4W A 0 ACS_NamedExecute("BULL_SetState",0,1)
PHAB EHGF 2
PHAB ECBA 2 A_ClearRefire
PHAP LM 2
Goto Ready+1

Altfire:
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo",78,"ThrowW")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,"HoverFinish")
TNT1 A 0 A_JumpIfInventory("PharaohHover",14,"HoverFinish")
TNT1 A 0 A_JumpIfInventory("PharaohHoverFlag",1,8)
TNT1 A 1 A_GiveInventory("PharaohHoverFlag",1)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,3)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 SetPlayerProperty(0,1,0)
//PHAA NO 4
//PHAH BBCCDDED 1
PHAH FHJKLMNO 1
TNT1 A 0 ThrustThingZ(0,1,0,1)

HoverHold:
TNT1 A 0 ACS_NamedExecute("BULL_SetState",0,3)
TNT1 A 0 A_JumpIfInventory("PharaohHover",14,"HoverFinish")
PHAH P 1
TNT1 A 0 A_PlaySoundEx("classes/float","Weapon")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
PHAH P 2 A_Recoil(-12)
PHAH Q 2
TNT1 A 0 A_GiveInventory("PharaohHover",1)
TNT1 A 0 A_SpawnItemEx("PharaohAfterImage",0,0,0,0,0,0,0,1)
PHAH R 2 
PHAH N 2 A_SpawnItemEx("PharaohAura",0,0,28)
TNT1 A 0 A_Refire("HoverHold")
TNT1 A 0 A_SpawnItemEx("PharaohAura",0,0,28)
goto HoverFinish
HoverFinish:
PHAH O 2// A_Stop
TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_TakeInventory("PharaohHoverFlag",99)
TNT1 A 0 A_TakeInventory("PharaohHover",99)
//PHAA NA 4
//PHAH DCB 2
PHAH NMLKJHF 1
TNT1 A 9 Offset(96,0)
TNT1 A 0 A_Refire("AltFireEnd")
Goto Ready+1
AltFireEnd:
TNT1 A 1 A_RailWait
Goto Ready+1

Reload:
PHAA F 0 A_TakeInventory("PharaohSpamFlag",999)
TNT1 A 1 Offset(311, 147)
PHAP A 1 Offset(284, 136)
PHAP A 1 Offset(227, 116)
PHAP A 1 Offset(161, 91)
PH4W A 0 ACS_NamedExecute("BULL_SetState",0,2)
PHAP A 0 A_PlaySoundEx("Weapon/pharaohpunchswing","Weapon")
PHAP A 0 A_GiveInventory("PharaohManAlt_CI",1)
PHAP A 1 Offset(161, 91)
PHAP A 0 A_Quake(2,14,0,8,"none")
PHAP B 1 Offset(103, 98)
PHAP B 1 Offset(89, 120)
PHAP B 1 Offset(76, 143)
PHAP B 1 Offset(69, 168)
PHAP B 1 Offset(63, 198)
TNT1 A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 22
PHAP LM 2 //38 frames
Goto Ready+1
}
}

actor ManInGauseAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 78//38
+INVENTORY.IGNORESKILL 
}

actor PharaohSpamFlag : Inventory
{
inventory.amount 1
inventory.maxamount 10
}

actor PharaohHover : Inventory
{
inventory.amount 1
inventory.maxamount 14
}

actor PharaohHoverFlag : OnceC {}

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

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



actor PharaohAfterImage
{
+NOINTERACTION
radius 1
height 1
Scale 2.5
renderstyle Translucent
alpha 0.75
States
{
Spawn:
PHAR JK 5
PHAR LLLLL 1 A_FadeOut(0.12)
stop
}
}

actor PharaohAura : BasicExplosion
{
damagetype "PharaohM_Aura"
Obituary "$OB_PHARAOHAURA"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(10, 80,0)
stop
}
}


actor Pharaohshot1B : Pharaohshot1
{
Translation "192:192=4:4", "198:198=216:216"
damagetype "PharaohM_Shot1"
Radius 10
Height 10
damage (12)
speed 35
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
X_4D A 4
loop
Death:
X_4D A 1 A_FadeOut(.25)
X_4D A 0 A_SetScale(ScaleX+0.5)
X_4D A 1 A_FadeOut(.25)
X_4D A 0 A_SetScale(ScaleX+0.5)
X_4D A 1 A_FadeOut(.25)
X_4D A 0 A_SetScale(ScaleX+0.5)
X_4D A 1 A_FadeOut(.25)
X_4D A 0 A_SetScale(ScaleX+0.5)
stop
}
}

actor Pharaohshot1BB : Pharaohshot1B{translation "192:192=205:205", "198:198=74:74"}
actor Pharaohshot1BR : Pharaohshot1B{translation "192:192=171:171", "198:198=41:41"}
actor Pharaohshot1BO : Pharaohshot1B{translation "192:192=104:104", "198:198=128:128"}
actor Pharaohshot1BP : Pharaohshot1B{translation "192:192=229:229", "198:198=232:232"}

actor Pharaohshot2B : Pharaohshot2
{
Translation "192:192=4:4", "198:198=216:216"
damagetype "PharaohM_Shot"
Radius 14//10
Height 14//10
damage(15)//damage (40)
//speed 35
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
X_4D HI 4
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
TNT1 A 0 A_Explode(10,64,0,0,32)//A_Explode(65,128,0)
PHAA F 0 A_PlaySound("weapon/PharaohShotMidExplode","Voice",0.25)
X_4D PQRSTYVWXY 1
stop
}
}

actor Pharaohshot2BB : Pharaohshot2B{translation "192:192=205:205", "198:198=74:74"}
actor Pharaohshot2BR : Pharaohshot2B{translation "192:192=171:171", "198:198=41:41"}
actor Pharaohshot2BO : Pharaohshot2B{translation "192:192=104:104", "198:198=128:128"}
actor Pharaohshot2BP : Pharaohshot2B{translation "192:192=229:229", "198:198=232:232"}

actor Pharaohshot3B : Pharaohshot3
{
Translation "192:192=4:4", "198:198=216:216"
damagetype "PharaohM_Shot3"
Radius 16//10
Height 16//10
damage(10)
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
X_4D J 0 A_PlaySoundEx("weapon/Phar_ChargeLoop","Voice",1)
SpawnLOOP:
X_4D JKJKJK 4
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
TNT1 A 0 A_Explode(30,128,0,0,32)//A_Explode(65,128,0)
//X_4D PQRSTYVWXY 1
PHAA F 0 A_PlaySoundEx("weapon/PharaohShotExplode","Weapon")
X_4D LMNO 2
stop
}
}

actor Pharaohshot3BB : Pharaohshot3B{translation "192:192=205:205", "198:198=74:74"}
actor Pharaohshot3BR : Pharaohshot3B{translation "192:192=171:171", "198:198=41:41"}
actor Pharaohshot3BO : Pharaohshot3B{translation "192:192=104:104", "198:198=128:128"}
actor Pharaohshot3BP : Pharaohshot3B{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveB1 : Pharaohshot2
{
Translation "192:192=4:4", "198:198=216:216"
var int user_P;
Obituary "$OB_PHARAOHWAVE"
damagetype "PharaohM_Wave"
Damage (10)
Radius 10
Height 32
speed 70
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
PHAA W 1
loop
Death:
PHAA W 0
PHAA W 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
PHAA W 0 A_Fadeout(0.2)
//PHAA W 1 A_SetScale(2.8,2.8)
PHAA W 1 A_SetScale(2.6,2.6)
PHAA W 0 A_Fadeout(0.2)
//PHAA W 1 A_SetScale(2.4,2.4)
PHAA W 1 A_SetScale(2.2,2.2)
PHAA W 0 A_Fadeout(0.2)
//PHAA W 1 A_SetScale(2.0,2.0)
PHAA W 1 A_SetScale(1.8,1.8)
PHAA W 0 A_Fadeout(0.2)
//PHAA W 1 A_SetScale(1.6,1.6)
PHAA W 1 A_SetScale(1.4,1.4)
PHAA W 0 A_Fadeout(0.2)
//PHAA W 1 A_SetScale(1.2,1.2)
PHAA W 1 A_SetScale(1.0,1.0)
PHAA W 0 A_Fadeout(0.2)
//PHAA W 1 A_SetScale(0.8,0.8)
PHAA W 1 A_SetScale(0.6,0.6)
PHAA W 0 A_Fadeout(0.2)
//PHAA W 1 A_SetScale(0.4,0.4)
PHAA W 1 A_SetScale(0.2,0.2)
PHAA W 0 A_Fadeout(0.2)
stop
}
}

actor PharaohshotWaveB1B : PharaohshotWaveB1{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveB1R : PharaohshotWaveB1{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveB1O : PharaohshotWaveB1{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveB1P : PharaohshotWaveB1{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveB2 : PharaohshotWaveB1
{
Damage(10)
}

actor PharaohshotWaveB2B : PharaohshotWaveB2{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveB2R : PharaohshotWaveB2{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveB2O : PharaohshotWaveB2{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveB2P : PharaohshotWaveB2{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveB3 : PharaohshotWaveB1
{
Damage(10)
}

actor PharaohshotWaveB3B : PharaohshotWaveB3{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveB3R : PharaohshotWaveB3{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveB3O : PharaohshotWaveB3{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveB3P : PharaohshotWaveB3{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveB4 : PharaohshotWaveB1
{
Damage(10)
}

actor PharaohshotWaveB4B : PharaohshotWaveB4{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveB4R : PharaohshotWaveB4{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveB4O : PharaohshotWaveB4{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveB4P : PharaohshotWaveB4{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveBContainer1 : PharaohshotWaveB1
{
Damage (0)
Alpha 0.4
scale 2.3
RenderStyle translucent
States
{
Spawn:
PHAA W 0
PHAA WWW 0 A_SpawnItemEx("PharaohshotWaveBContainerTrail",-8,random(-16,16),random(-32,32),0,0,0,0,SXF_TRANSFERTRANSLATION)
PHAA W 1 Bright A_CountDown
loop
Death:
TNT1 A 1
stop
}
}

actor PharaohshotWaveBContainer1B : PharaohshotWaveBContainer1{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveBContainer1R : PharaohshotWaveBContainer1{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveBContainer1O : PharaohshotWaveBContainer1{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveBContainer1P : PharaohshotWaveBContainer1{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveBContainer2 : PharaohshotWaveBContainer1
{
Reactiontime 29
}

actor PharaohshotWaveBContainer2B : PharaohshotWaveBContainer2{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveBContainer2R : PharaohshotWaveBContainer2{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveBContainer2O : PharaohshotWaveBContainer2{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveBContainer2P : PharaohshotWaveBContainer2{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveBContainer3 : PharaohshotWaveBContainer1
{
Reactiontime 16
}

actor PharaohshotWaveBContainer3B : PharaohshotWaveBContainer3{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveBContainer3R : PharaohshotWaveBContainer3{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveBContainer3O : PharaohshotWaveBContainer3{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveBContainer3P : PharaohshotWaveBContainer3{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveBContainer4 : PharaohshotWaveBContainer1
{
Reactiontime 7
}

actor PharaohshotWaveBContainer4B : PharaohshotWaveBContainer4{translation "192:192=205:205", "198:198=74:74"}
actor PharaohshotWaveBContainer4R : PharaohshotWaveBContainer4{translation "192:192=171:171", "198:198=41:41"}
actor PharaohshotWaveBContainer4O : PharaohshotWaveBContainer4{translation "192:192=104:104", "198:198=128:128"}
actor PharaohshotWaveBContainer4P : PharaohshotWaveBContainer4{translation "192:192=229:229", "198:198=232:232"}

actor PharaohshotWaveBContainerTrail : BasicClientSide
{
+FORCEXYBILLBOARD
renderstyle translucent
scale 0.8
States
{
Spawn:
GIGO RST 1 A_Fadeout(0.06)
loop
}
}

actor PharaohshotWaveBSpreadCheck1 : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck1B : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1B",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1B",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1B",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1B",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck1R : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1R",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1R",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1R",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1R",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck1O : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1O",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1O",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1O",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1O",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck1P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1P",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1P",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1P",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB1P",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer1P",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck2 : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck2B : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2B",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2B",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2B",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2B",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck2R : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2R",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2R",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2R",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2R",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck2O : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2O",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2O",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2O",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2O",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck2P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2P",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2P",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2P",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB2P",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer2P",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck3 : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck3B : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3B",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3B",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3B",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3B",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck3R : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3R",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3R",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3R",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3R",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck3O : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3O",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3O",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3O",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3O",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck3P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3P",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3P",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3P",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB3P",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer3P",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck4 : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck4B : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4B",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4B",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4B",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4B",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4B",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck4R : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4R",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4R",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4R",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4R",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4R",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck4O : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4O",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4O",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4O",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4O",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4O",0,8,0,0,0,0)
stop
}
}

actor PharaohshotWaveBSpreadCheck4P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerSpread_ST",1,"PickupS")
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4P",0,0,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4P",0,0,0,0,0,0)
stop
PickupS:
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4P",0,-8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveB4P",0,8,0,0,0,0)
TNT1 A 0 A_FireCustomMissile("PharaohshotWaveBContainer4P",0,8,0,0,0,0)
stop
}
}


actor PharaohFXB : BasicHelper
{
States
{
Spawn:
PLAY AA 0
SpawnLoop:
PLAY A 0 A_JumpIfInTargetInventory("ManInGauseAmmo",78,"Give2")
PLAY A 0 A_JumpIfInTargetInventory("ManInGauseAmmo",1,"Give")
stop
Give:
PLAY A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists")==0,"Death")
PLAY A 1 A_GiveToTarget("PharaohFXGiveB",1)
Goto SpawnLoop
Give2:
PLAY A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists")==0,"Death")
PLAY A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,2)
PLAY AAA 1 A_GiveToTarget("PharaohFXGive2B",1)
PLAY A 0 A_JumpIfInTargetInventory("ManInGauseAmmo",78,"Give3")
stop
Give3:
PLAY A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,2)
PLAY AAA 1 A_GiveToTarget("PharaohFXGive3B",1)
PLAY A 0 A_JumpIfInTargetInventory("ManInGauseAmmo",78,"Give2")
stop
}
}

actor PharaohFXGiveB : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"PickR")
TNT1 A 0 A_GiveInventory("ManInGauseAmmo",1)
goto Pick2
PickR:
TNT1 A 0 A_GiveInventory("ManInGauseAmmo",2)
goto Pick2
Pick2:
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 69, "FX8")
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 60, "FX7")
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 51, "FX6")
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 43, "FX5")
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 33, "FX4")
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 24, "FX3")
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 15, "FX2")
TNT1 A 0 A_JumpIfInventory("ManInGauseAmmo", 6, "FX1")
stop
FX1:
TNT1 A 0 A_SpawnItemEx("PharaohFX1B",0,0,90,0,0,0,0,1)
stop
FX2:
TNT1 A 0 A_SpawnItemEx("PharaohFX2B",0,0,90,0,0,0,0,1)
stop
FX3:
TNT1 A 0 A_SpawnItemEx("PharaohFX3B",0,0,90,0,0,0,0,1)
stop
FX4:
TNT1 A 0 A_SpawnItemEx("PharaohFX4B",0,0,90,0,0,0,0,1)
stop
FX5:
TNT1 A 0 A_SpawnItemEx("PharaohFX5B",0,0,90,0,0,0,0,1)
stop
FX6:
TNT1 A 0 A_SpawnItemEx("PharaohFX6B",0,0,90,0,0,0,0,1)
stop
FX7:
TNT1 A 0 A_SpawnItemEx("PharaohFX7B",0,0,90,0,0,0,0,1)
stop
FX8:
TNT1 A 0 A_SpawnItemEx("PharaohFX8B",0,0,90,0,0,0,0,1)
stop
}
}

actor PharaohFXGive2B : PharaohFXGive2
{
states
{
Use:
TNT1 A 0 A_SpawnItemEx("PharaohFX9B",0,0,90,0,0,0,0,1)
stop
}
}

actor PharaohFXGive3B : PharaohFXGive3
{
states
{
Use:
TNT1 A 0 A_SpawnItemEx("PharaohFX10B",0,0,90,0,0,0,0,1)
stop
}
}

actor PharaohFX1B
{
-SOLID
+DONTBLAST
+NOGRAVITY
+FORCEXYBILLBOARD
Scale 2.5
States
{
Spawn:
X_4D B 2
stop
}
}

actor PharaohFX2B : PharaohFX1B{States{Spawn:X_4D C 2
stop}}
actor PharaohFX3B : PharaohFX1B{States{Spawn:X_4D D 2
stop}}
actor PharaohFX4B : PharaohFX1B{States{Spawn:X_4D E 2
stop}}
actor PharaohFX5B : PharaohFX1B{States{Spawn:X_4D F 2
stop}}
actor PharaohFX6B : PharaohFX1B{States{Spawn:X_4D G 2
stop}}
actor PharaohFX7B : PharaohFX1B{States{Spawn:X_4D H 2
stop}}
actor PharaohFX8B : PharaohFX1B{States{Spawn:X_4D I 2
stop}}
actor PharaohFX9B : PharaohFX1B{States{Spawn:X_4D J 2
stop}}

actor PharaohFX10B : PharaohFX1B
{
damagetype "PharaohM_Hold"
Obituary "$OB_PHARAOHSHOT"
States
{
Spawn:
X_4D K 0
X_4D K 2 A_Explode(5,64,0)
stop
}
}

actor PharaohmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Pharaohshot1B",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Pharaohshot1BB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Pharaohshot1BR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Pharaohshot1BO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Pharaohshot1BP",0,1,8,0)
goto Done
}
}

actor PharaohPunch : BasicPunch
{
damagetype "PharaohPunch"
Obituary "$OB_PHARAOHPUNCH"
mass 30
}

actor PharaohPunchB : PharaohPunch{translation "202:202=4:4","199:199=205:205"}
actor PharaohPunchR : PharaohPunch{translation "202:202=4:4","199:199=171:171"}
actor PharaohPunchO : PharaohPunch{translation "202:202=4:4","199:199=104:104"}
actor PharaohPunchP : PharaohPunch{translation "202:202=4:4","199:199=229:229"}


actor PharaohmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Pharaohshot2B",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Pharaohshot2BB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Pharaohshot2BR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Pharaohshot2BO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Pharaohshot2BP",0,1,8,0)
goto Done
}
}

actor PharaohmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Pharaohshot3B",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Pharaohshot3BB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Pharaohshot3BR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Pharaohshot3BO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Pharaohshot3BP",0,1,8,0)
goto Done
}
}

actor PharaohmanAlt1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck1",1)
goto Done
FireB:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck1B",1)
goto Done
FireR:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck1R",1)
goto Done
FireO:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck1O",1)
goto Done
FireP:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck1P",1)
goto Done
}
}

actor PharaohmanAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck2",1)
goto Done
FireB:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck2B",1)
goto Done
FireR:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck2R",1)
goto Done
FireO:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck2O",1)
goto Done
FireP:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck2P",1)
goto Done
}
}

actor PharaohmanAlt3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck3",1)
goto Done
FireB:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck3B",1)
goto Done
FireR:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck3R",1)
goto Done
FireO:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck3O",1)
goto Done
FireP:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck3P",1)
goto Done
}
}

actor PharaohmanAlt4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck4",1)
goto Done
FireB:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck4B",1)
goto Done
FireR:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck4R",1)
goto Done
FireO:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck4O",1)
goto Done
FireP:
TNT1 A 0 A_GiveInventory("PharaohshotWaveBSpreadCheck4P",1)
goto Done
}
}

actor PharaohManAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PharaohPunch",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PharaohPunchB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PharaohPunchR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PharaohPunchO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PharaohPunchP",0,0,0,0)
goto Done
}
}