actor RingBoomerangBoss : BaseMM8BDMWep_CBM
{
Weapon.AmmoUse 4
Tag "$TAGC_4E"
dropitem "RingBoomerangWepCDropped"
Obituary "$OB_RINGBOOMERANG"
Inventory.Pickupmessage "Power up! Ring Thing Cometh!"
weapon.ammotype "WhopperRingAmmo"
weapon.ammotype2 "HungryHungryHippoAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_04 E 1
loop
Ready:
RINA A 0 ACS_ExecuteAlways(998,0,DYE_RINGMAN)
RINA A 0 A_GunFlash
Ready1:
RINA A 0 A_JumpIfInventory("WhopperRingAmmo",4,"Ready2")
RINA A 3 A_WeaponReady(WRF_NOFIRE)
RINA A 0 A_GiveInventory("RingBoomerangAmmo_RC",1)
Goto Ready1

Ready2:
RINA A 0 A_JumpIfInventory("HungryHungryHippoAmmo",56,"Ready3")
RINA A 3 A_WeaponReady(WRF_NOSECONDARY)
RINA A 0 A_GiveInventory("RingBoomerangAmmo_RC",1)
Goto Ready1

Ready3:
RINA A 3 A_WeaponReady(WRF_NOSECONDARY|WRF_ALLOWRELOAD)
RINA A 0 A_GiveInventory("RingBoomerangAmmo_RC",1)
Goto Ready1

Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TNT1 A 1 A_Raise
Loop

Fire:
RINA K 0 A_GiveInventory("RingMainFlag",1)
RINA K 0 A_PlaySoundEx("weapon/ringboomerang","Weapon")
RINA K 0 A_GiveInventory("RingmanMain_CI",1)
RINA BCD 1 A_GiveInventory("RingSBARFlash",1)
RINA EF 1 A_GiveInventory("RingSBARFlash",1)
FireHold:
TNT1 A 1 A_GiveInventory("RingSBARFlash",1)
RINA F 0 A_Refire("FireHold")
TNT1 A 0 A_TakeInventory("RingSBARFlash",1)
TNT1 A 15 A_GiveInventory("RingReturnFlag",1)
RINA QR 1 A_TakeInventory("RingReturnFlag",1)
RINA A 1 A_WeaponReady(14)
Goto Ready1

Altfire:
RINA K 0 A_GunFlash
RINA K 0 A_GiveInventory("RingCooldown_A",1)
Goto Ready1

Reload:
RINA K 0 ACS_ExecuteAlways(512,0,1)
RINA K 0 A_PlaySoundEx("weapon/BombThrow","Weapon")
RINA K 0 A_GiveInventory("RingmanReload_CI",1)
RINA BCD 1
RINA EF 1
TNT1 A 15
RINA QR 1
RINA A 1 A_WeaponReady(14)
Goto Ready1

Flash:
TNT1 A 2 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("RingCooldown_A",1,"Flash")
TNT1 A 1 A_JumpIfInventory("WhopperRingAmmo",21,"Flash_AltUsable")
Loop
Flash_AltUsable:
TNT1 A 1 A_Jumpif(CallACS("CCBM_ButtonCheck",BT_ALTATTACK) == True,"Flash_AltfireCheck")
loop
Flash_AltfireCheck:
TNT1 A 0 A_JumpIfInventory("TimeStoppedCounter",1,"Flash")
TNT1 A 0 A_JumpIfInventory("RingAmmoCoolDown",1,"Flash")
Flash_Altfire2:
RINA K 0 ACS_ExecuteAlways(512,0,1)
RINA K 0 A_PlaySoundEx("weapon/ringcagefire","Weapon")
RINA K 0 A_GiveInventory("RingmanAlt_CI",1)
RINA K 0 A_GiveInventory("RingAmmoCoolDown")
RINA LMN 1 A_GiveInventory("RingPPCancel",1)
RINA OP 1 A_GiveInventory("RingPPCancel",1)
TNT1 AAAAAA 5 A_GiveInventory("RingPPCancel",1)
Goto Flash
}
}

actor WhopperRingAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

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

actor DarumaOtoishiAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 70
+INVENTORY.IGNORESKILL
}

/////SLOP. ONLY HERE CAUSE OTHERWISE SBARINFO TWEAKS THE FUCK OUT/////
actor RingFlag : OnceC{}//Rings return
actor RingFlag2 : OnceC{}

actor HasRing : OnceC{}//Have rings
actor HasRing2 : OnceC{}

actor MissingRing : Inventory//Lost ring delay
{
inventory.amount 1
inventory.maxamount 140
}
actor MissingRing2 : MissingRing {}

actor RingReturnFlag : OnceC{}//Ring tells itself to return

actor RingLowFlag : OnceC{}//Ring is weaker

actor IsRing2Flag : OnceC{}//I am specifically Altfire Ring

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

actor RingReturnTimer : Inventory
{
inventory.amount 1
inventory.maxamount 105
}

actor RingAmmoTimer : Inventory
{
inventory.amount 1
inventory.maxamount 15
}
/////SLOP. ONLY HERE CAUSE OTHERWISE SBARINFO TWEAKS THE FUCK OUT/////

actor RingCoolDown_A : Powerup//Delay for altfire to mainfire throwing/recalling
{
Powerup.duration 14
}

actor RingAmmoCoolDown : Powerup//Altfire ammo gain delay
{
Powerup.duration 35
}

actor DarumaCooldown : Powerup//Reload ammo gain delay
{
Powerup.duration 35
}

actor RingPPCancel : Powerup//Bypasses pitprotect on self-carry
{
Powerup.duration 5
}

actor RingSBARFlash : Powerup//SBAR Fun
{
Powerup.duration 5
}

actor RingStopLoop : Inventory//ringloopcount
{
inventory.amount 1
inventory.maxamount 70
}

actor RingM_Ring1Protect : PowerProtection
{
Powerup.Duration 15
DamageFactor "RingM_Ring1", 0.265
}

actor RingM_CageProtect : PowerProtection
{
Powerup.Duration 15
DamageFactor "RingM_Cage", 0.0
}

actor RingM_ChimeSnd_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_LocalRingSnd")
//TNT1 A 0 A_PlaySound("weapon/RingChime",4,0.35)//Local doesn't exist
stop
}
}

actor RingM_Otoishi_P : CustomInventory
{
States
{
Pickup:
TNT1 AA 0
TNT1 A 0 ThrustThingZ(0,20,0,0)
stop
}
}

actor RingBoomerangAmmo_RC : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("RingAmmoCoolDown",1,"No")
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"Pickup2")
TNT1 A 0 A_GiveInventory("WhopperRingAmmo",1)
TNT1 A 0 A_JumpIfInventory("DarumaCooldown",1,"No")
TNT1 A 0 A_GiveInventory("HungryHungryHippoAmmo",2)
stop
Pickup2:
TNT1 A 0 A_GiveInventory("WhopperRingAmmo",2)
TNT1 A 0 A_JumpIfInventory("DarumaCooldown",1,"No")
TNT1 A 0 A_GiveInventory("HungryHungryHippoAmmo",3)
stop
No:
TNT1 A 0 //A_GiveInventory("RingPPCancel",1)
stop
}
}

actor RingBoomerangB
{
//+SKYEXPLODE
var int user_dmgloss;
bouncesound "weapon/RingBounce"
Translation "192:192=229:229"
PROJECTILE
damagetype "RingM_Ring1"
Obituary "$OB_RINGBOOMERANG"
+RIPPER
Bouncetype Classic
+BOUNCEONWALLS
+CANBOUNCEWATER
+USEBOUNCESTATE 
+NOTARGETSWITCH
+FORCEXYBILLBOARD
ReactionTime 1
wallbouncefactor 1.0
bouncefactor 1.0
damage (16-user_dmgloss)
Radius 15
Height 15
speed 50
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnStart:
TNT1 A 0 A_PlaySoundEx("weapon/RingSpin","Body",1)
RINA XXYYZZW 1
RINA W 0 A_SpawnItemEx("RingmanRangeGleam",frandom(-32,32),frandom(-32,32),16)
RINA W 1 A_JumpIfInTargetInventory("RingReturnFlag",1,"Return")
goto SpawnLoop
SpawnLoop:
RINA X 0 A_GiveInventory("RingStopLoop",8)
RINA XXYYZZWW 1 A_JumpIfInTargetInventory("RingReturnFlag",1,"Return")
RINA W 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SuperDeath")
RINA W 0 A_SpawnItemEx("RingmanRangeGleam",frandom(-32,32),frandom(-32,32),16)
loop

Return:
RINA X 0 A_SetUserVar("user_dmgloss",12)
ReturnCheck:
TNT1 A 0 A_StopSoundEx("Body")
RINA X 0 A_JumpIfInventory("RingStopLoop",1,"ReturnGo")
goto DeathOnlineDelay
ReturnGo:
RINA W 0 A_Stop
TNT1 A 0 A_PlaySound("weapon/RingStop",4,1.0)
RINA WXYZ 1 A_TakeInventory("RingStopLoop",1)
RINA W 0 A_SpawnItemEx("RingmanRangeGleam",frandom(-32,32),frandom(-32,32),16)
goto ReturnCheck

DeathOnlineDelay://because who needs logic when you have zandronum
RINA WXYZ 1
Death:
RINA W 0 A_SpawnItemEx("ReturningRingB",0,0,0,0,0,0,0,1)
stop

SuperDeath:
TNT1 A 0
stop
}
}

actor RingBoomerangBB : RingBoomerangB{translation "192:192=205:205"}
actor RingBoomerangBR : RingBoomerangB{translation "192:192=171:171"}
actor RingBoomerangBO : RingBoomerangB{translation "192:192=104:104"}
actor RingBoomerangBP : RingBoomerangB{translation "192:192=229:229"}


actor ReturningRingB : RingBoomerangB
{
+SEEKERMISSILE
+NOINTERACTION
damage (0)
ReactionTime 30
States
{
Spawn:
RINA W 0
RINA W 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
goto Spawn2
Spawn2:
RINA W 0 A_JumpIfCloser(60,"Death")
TNT1 A 0 A_PlaySoundEx("weapon/RingSpin","Body",1)
RINA WWW 0 A_SeekerMissile(90,90,SMF_PRECISE)
RINA W 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA W 0 A_JumpIfCloser(60,"Death")
RINA W 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA X 0 A_JumpIfCloser(60,"Death")
RINA X 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA X 0 A_JumpIfCloser(60,"Death")
RINA X 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA Y 0 A_JumpIfCloser(60,"Death")
RINA Y 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA Y 0 A_JumpIfCloser(60,"Death")
RINA Y 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA Z 0 A_JumpIfCloser(60,"Death")
RINA Z 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA Z 0 A_JumpIfCloser(60,"Death")
RINA Z 1 A_SpawnItemEx("RingBoomerangDamagerB",0,0,0,momx,momy,momz,0,8)
RINA W 0 A_SpawnItemEx("RingmanRangeGleam",frandom(-32,32),frandom(-32,32),16)
RINA W 0 A_CountDown
RINA W 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Death:
TNT1 A 1 A_PlaySoundEx("weapon/CutterCatch","Weapon")
TNT1 A 0 A_GiveToTarget("RingFlag",1)
stop
}
}

actor RingBoomerangDamagerB
{
PROJECTILE
damagetype "RingM_Ring1"
Obituary "$OB_RINGBOOMERANG"
+DONTBLAST
damage (8)
radius 12
height 12
States
{
Spawn:
TNT1 A 2
stop
}
}

actor RingmanRangeGleam : BasicClientSide
{
Renderstyle "Normal"
Alpha 1.0
States
{
Spawn:
FLAS CBABC 2 bright
stop
}
}

actor RingHolder
{
Translation "192:192=4:4", "195:198=229:229", "202:202=210:210", "204:204=4:4"//106, 129
PROJECTILE
+NOTARGETSWITCH
Bouncetype Classic
+BOUNCEONWALLS
+CANBOUNCEWATER
+FORCEXYBILLBOARD
+RIPPER
damagetype "RingM_Cage"
Obituary "$OB_RINGHOLDER"
reactiontime 30
bouncefactor 1.0
wallbouncefactor 1.0
BounceCount 99
Damage (8)
Height 16
Radius 32
speed 20
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 //ACS_NamedExecuteAlways("BULL_Tidifier", 0)
Spawn2:
RINX AAABBBCCCDDD 1 ACS_NamedExecuteWithResult("cbm_missileyank",48)
RINX AAABBBCCCDDD 1 ACS_NamedExecuteWithResult("cbm_missileyank",48)
TNT1 A 0 A_ScaleVelocity(.5)
RINX AABBCCDD 1 ACS_NamedExecuteWithResult("cbm_missileyank",48)
TNT1 A 0 A_ScaleVelocity(.5)
RINX AABBCCDD 1 ACS_NamedExecuteWithResult("cbm_missileyank",48)
TNT1 A 0 A_ScaleVelocity(.5)
RINX ABCD 1 ACS_NamedExecuteWithResult("cbm_missileyank",48)
TNT1 A 0 A_ScaleVelocity(.5)
RINX ABCD 1 ACS_NamedExecuteWithResult("cbm_missileyank",48)
TNT1 A 0 A_ScaleVelocity(.5)
RINX ABCD 1 ACS_NamedExecuteWithResult("cbm_missileyank",48)
Death:
TNT1 A 0 A_ChangeFlag("NOINTERACTION",TRUE)
TNT1 A 0 A_SpawnItemEx("SlashGoop3",0,0,0,4,4,random(-8,8),0,1)
TNT1 A 0 A_SpawnItemEx("SlashGoop3",0,0,0,4,4,random(-8,8),90,1)
TNT1 A 0 A_SpawnItemEx("SlashGoop3",0,0,0,4,4,random(-8,8),-90,1)
TNT1 A 0 A_SpawnItemEx("SlashGoop3",0,0,0,4,4,random(-8,8),180,1)
RINX K 0 A_PlaySoundEx("weapon/ringcageshatter","Weapon")
UMFX IJK 2
UMFX D 2
stop

Crash:
XDeath:
TNT1 A 1
stop
}
}

actor RingHolderB : RingHolder{translation "192:192=205:205","195:198=74:74","202:202=205:205", "204:204=4:4"}
actor RingHolderR : RingHolder{translation "192:192=171:171","195:198=41:41","202:202=171:171", "204:204=4:4"}
actor RingHolderO : RingHolder{translation "192:192=104:104","195:198=128:128","202:202=104:104", "204:204=4:4"}
actor RingHolderP : RingHolder{translation "192:192=229:229","195:198=232:232","202:202=229:229", "204:204=4:4"}

actor RingDaruma
{
Translation "192:192=248:248", "198:198=231:231", "202:202=69:69", "199:199=62:62"
PROJECTILE
+HEXENBOUNCE
+THRUACTORS
+DONTBLAST
+DONTREFLECT
-NOGRAVITY
-BOUNCEONFLOORS
bouncecount 10
Damagetype "DMG_NoHitstun"
Obituary "$OB_MAGICROMPER"
Damage (1)
Radius 10
Height 20
Speed 20
scale 2.5
states
{
Spawn:
TNT1 AA 0
SpawnLOOP:
ROTS C 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Grinched")
ROTS C 1 A_GiveToTarget("DarumaCooldown", 1)
loop
Death:
ROTS D 1 A_CheckFloor(1)
goto Grinched
ROTS D 0 A_PlaySoundEx("misc/BlizzSnowLand","Body")
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS DDD 3 A_Stop
ROTS C 0 A_RadiusGive("RingM_Otoishi_P",120,RGF_PLAYERS,1)
ROTS C 0 A_SpawnItemEx("RingOtoishi",0,0,0,0,0,0,0,1)
ROTS C 0 A_SpawnItemEx("DarumaBlockSpawner",0,0,0,0,0,0,0,1)
stop
XDeath:
Grinched:
X_2E D 0 A_PlaySound("weapon/blastpuff",0,0.35)
UMFX J 2
XMFX S 2
UMFX JK 2
stop
}
}
actor RingDarumaB : RingDaruma{Translation "192:192=205:205","202:202=205:205","198:199=74:74"}
actor RingDarumaR : RingDaruma{Translation "192:192=171:171","202:202=171:171","198:199=41:41"}
actor RingDarumaO : RingDaruma{Translation "192:192=104:104","202:202=104:104","198:199=128:128"}
actor RingDarumaP : RingDaruma{Translation "192:192=229:229","202:202=229:229","198:199=232:232"}

actor RingOtoishi
{
height 4
radius 60
Scale 2.5
+FORCEYBILLBOARD
+NOGRAVITY
-SHOOTABLE
+SOLID
+THRUSPECIES
+THRUGHOST
+DONTBLAST
+DONTREFLECT
+MISSILE
species "MovingPlatform"
+THRUSPECIES
States
{
Spawn:
TNT1 AA 0
ROTS A 0 A_JumpIf(ceilingz-z < 128+height, "RingStop")
ROTS D 0 A_PlaySoundEx("weapon/RingOtoishi","Body")
ROTS A 1 ThrustThingZ(0, 20, 0, 0)
ROTS A 0 A_ChangeFlag(MISSILE,0)
ROTS A 0 A_ChangeFlag(THRUGHOST,0)
RingRise:
ROTS A 1 A_GiveInventory("DarumaOtoishiAmmo", 1)
ROTS A 0 ThrustThingZ(0, 20, 0, 0)
ROTS A 0 A_JumpIf(ceilingz-z < 128+height, "RingStop")
ROTS A 0 A_JumpIfInventory("DarumaOtoishiAmmo", 40, "RingStop")
goto RingRise
RingStop:
ROTS D 0 A_PlaySoundEx("misc/lightelevatorend","Body")
ROTS AAA 0 A_GiveToTarget("DarumaBlockStop")
ROTS AAAAAAAAAAAAAAAAAAAAA 5 A_Stop
Goto Death
Death:
//RINA K 0 A_GivetoTarget("RingOtoishiFlag")
TNT1 A 0 A_ChangeFlag("NOINTERACTION",TRUE)
TNT1 A 0 A_ChangeVelocity(0,0,-15)
ROTS A 1 A_FadeOut
wait
}
}

actor DarumaBlockSpawner : RingOtoishi
{
+NOINTERACTION
-SOLID
States
{
Spawn:
TNT1 AA 0
SpawnLooper:
ROTS C 0 A_JumpIf(ceilingz-z < 128+height, "TheToyIsStoppedButPlacesABlock")
ROTS C 0 A_JumpIfInTargetInventory("DarumaBlockStop", 1, "TheToyIsStopped")
ROTS D 1 ThrustThingZ(0, 20, 0, 0)
ROTS A 0 A_JumpIfInventory("DarumaOtoishiAmmo", 3, "SpawnBlocks")
ROTS C 0 A_GiveInventory("DarumaOtoishiAmmo", 1)
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
loop
SpawnBlocks:
ROTS C 0 A_SpawnItemEx("RingOtoishiBlocks",0,0,0,0,0,0,0,1)
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS C 0 A_TakeInventory("DarumaOtoishiAmmo", 10)
goto SpawnLooper
TheToyIsStoppedButPlacesABlock:
ROTS C 0 A_SpawnItemEx("RingOtoishiBlocks",0,0,0,0,0,0,0,1)
TheToyIsStopped:
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS D 0 A_Jump(16,"TheToyIsYawning")//:3
ROTS DDDDDDD 5 A_Stop
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS DDDDDDD 5 A_Stop
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS DDDDDDD 5 A_Stop
Goto Death
TheToyIsYawning:
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS DDDDE 5 A_Stop
TNT1 A 0 A_PlaySound("weapon/KabaRawr",0,0.5)
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS FEDDDDDDD 5 A_Stop
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS DDDDDDD 5 A_Stop
Goto Death
Death:
ROTS C 0 A_GiveToTarget("DarumaCooldown", 1)
ROTS C 0 A_GivetoTarget("RingOtoishiFlag")
TNT1 A 0 A_PlaySoundEx("classes/drillexplode", "Weapon")
TNT1 A 0 A_SpawnItemEx("BasicBoom5FX_Y",0,0,0,0,0,0,0,1+32)
TNT1 A 2
stop
}
}

actor RingOtoishiFlag : Powerup
{
Powerup.duration 15
}

actor DarumaBlockStop : Powerup
{
Powerup.duration 15
}

actor RingOtoishiBlocks
{
-SOLID
+NOGRAVITY
+DONTSPLASH
+THRUACTORS
Radius 2
Height 2
scale 2.5
Renderstyle "Normal"
Alpha 1.0
+MISSILE
States
{
Spawn:
ROTS B 1
ROTS B 0 A_JumpIfIntargetInventory("RingOtoishiFlag", 1, "Death")
goto Spawn
Death:
TNT1 A 0 A_ChangeFlag("NOINTERACTION",TRUE)
TNT1 A 0 A_ChangeVelocity(0,0,-15)
ROTS B 1 A_FadeOut
wait
}
}

actor RingmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("RingBoomerangB",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("RingBoomerangBB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("RingBoomerangBR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("RingBoomerangBO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("RingBoomerangBP",0,1,8,0)
goto Done
}
}

/*actor RingmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("RingTrailer",0,1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("RingTrailerB",0,1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("RingTrailerR",0,1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("RingTrailerO",0,1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("RingTrailerP",0,1,-8,0)
goto Done
}
}*/

actor RingmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("RingHolder",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("RingHolderB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("RingHolderR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("RingHolderO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("RingHolderP",0,0,0,0)
goto Done
Done:
TNT1 A 0 A_TakeInventory("WhopperRingAmmo",21)
stop
}
}

actor RingmanReload_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("RingDaruma",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("RingDarumaB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("RingDarumaR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("RingDarumaO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("RingDarumaP",0,0,8,0)
goto Done
Done:
TNT1 A 0 A_TakeInventory("HungryHungryHippoAmmo",56)
stop
}
}