actor ChargeKickBoss : BaseMM8BDMWep_CBM
{
Tag "$TAGC_5F"
dropitem "ChargeKickWepCDropped"
Weapon.AmmoUse 4
Weapon.AmmoGive 0
Obituary "$OB_CHARGERAM"
weapon.ammotype "ChargeManIsEveryWhereAmmo"
weapon.ammotype2 "BlackHotAmmo"
+WEAPON.NOAUTOAIM
Weapon.KickBack 400
States
{
Spawn:
C_05 F 1
loop
Ready:
CHAH A 0 ACS_ExecuteAlways(998,0,DYE_CHARGEMAN)
CHAH A 0 A_JumpIfInventory("ChargemanOnceC",1,3)
CHAH A 0 A_GiveInventory("ChargemanOnceC",1)
CHAH A 0 A_SpawnItemEx("ChargemanArmorWatcher_H")
CHAH A 0 //A_JumpIf(ACS_ExecuteWithResult(975,1)==1 && ACS_NamedExecuteWithResult("cbm_FetchServerCVar",6)==0,"ReadyT")
goto Ready0
Ready0:
CHAH A 0 A_GunFlash
goto Ready1
ReadyT:
CHAH A 0 A_SpawnItemEx("ChargeCarryHelper")
CHAH A 0 A_GunFlash("FlashT")
goto Ready1
Ready1a:
CHAH A 0 A_JumpIfInventory("ChargeManIsEveryWhereAmmo",4,"Ready2a")
CHAH A 14 A_WeaponReady(WRF_NOPRIMARY)//cambiaso
goto Ready1
Ready1:
CHAH A 0 A_JumpIfInventory("ChargeManIsEveryWhereAmmo",4,"Ready2")
CHAH A 1 A_WeaponReady(WRF_NOPRIMARY)//cambiaso
CHAH A 0 A_GiveInventory("ChargeManIsEveryWhereAmmo",1)
CHAH A 0 A_GiveInventory("BlackHotAmmo",2)
loop
Ready2a:
CHAH A 0 A_JumpIfInventory("ChargeManIsEveryWhereAmmo",4,"Ready3a")
CHAH A 14 A_WeaponReady(WRF_NOSECONDARY)
CHAH A 0 A_GiveInventory("ChargeManIsEveryWhereAmmo",1)
goto Ready2
Ready2:
CHAH A 0 A_JumpIfInventory("ChargeManIsEveryWhereAmmo",17,"Ready3")
CHAH A 1 A_WeaponReady(WRF_NOSECONDARY)
CHAH A 0 A_GiveInventory("ChargeManIsEveryWhereAmmo",1)
CHAH A 0 A_GiveInventory("BlackHotAmmo",2)
loop
Ready3a:
CHAH A 14 A_WeaponReady
goto Ready2
Ready3:
//CHAH A 0 A_JumpIfInventory("BlackHotAmmo",300,"Ready4Sound")
CHAH A 1 A_WeaponReady
CHAH A 0 A_GiveInventory("ChargeManIsEveryWhereAmmo",1)
CHAH A 0 A_GiveInventory("BlackHotAmmo",2)
loop
Ready4Sound:
CHAH A 0 A_GiveInventory("AmmoChooChoo",1)
Ready4:
CHAH A 1 A_WeaponReady
CHAH A 0 A_GiveInventory("ChargeManIsEveryWhereAmmo",1)
CHAH A 0 A_GiveInventory("BlackHotAmmo",2)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CHAH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CHAH A 1 A_Raise
Loop
Fire:
CHAH A 0 A_GiveInventory("StunArmor",1)
CHAH A 0 A_JumpIfInventory("IsBot",1,"BotFire")
CHAH A 0 A_GiveInventory("ChargeDashFlag",1)
CHAH A 0 SetPlayerProperty(0,1,0)
//CHAH B 0 A_GiveInventory("ChargeTrainDashX",1)
CHAH A 0 A_ReFire("FireH")
goto FireH
BotFire:
CHAH A 0 A_Jump(64,"CoalAttack")
CHAH A 0 A_GiveInventory("ChargeDashFlag",1)
goto FireH
FireH:
CHAH B 0 A_JumpIfNoAmmo("NoAmmoX")
//CHAH B 0 A_PlaySound("weapon/train",0,1)
CHAH B 1 A_GiveInventory("ChargeTrainDash",1)
CHAH C 1
CHAH B 0 A_FireCustomMissile("ChargeTrainClip",0,0,0,0)
CHAH B 0 A_GiveInventory("ChargemanMain_CI",1)
CHAH B 0 A_GiveInventory("ChargeDashFlag",1)
CHAH B 0 A_ReFire(1)
CHAH D 1 A_GiveInventory("ChargeTrainDash",1)
CHAH C 1
CHAH B 0 A_GiveInventory("ChargeDashFlag",1)
CHAH B 0 A_ReFire(1)
CHAH B 1 A_GiveInventory("ChargeTrainDash",1)
CHAH B 0 A_ReFire("FireH2")
Goto NoAmmoX
FireH2:
CHAH B 0 A_JumpIfNoAmmo("NoAmmoX")
//CHAH B 0 A_PlaySound("weapon/train",0,1)
CHAH B 1 A_GiveInventory("ChargeTrainDash",1)
CHAH B 0 A_GiveInventory("ChargeDashFlag",1)
CHAH B 0 A_ReFire(1)
CHAH C 1 A_JumpIfInventory("PowerRage_ST",1,1)//
CHAH B 0 A_FireCustomMissile("ChargeTrainClip",0,0,0,0)
CHAH B 0 A_GiveInventory("ChargemanMain_CI",1)
CHAH D 1 A_GiveInventory("ChargeTrainDash",1)
CHAH B 0 A_GiveInventory("ChargeDashFlag",1)
CHAH B 0 A_ReFire(1)
CHAH C 1 A_JumpIfInventory("PowerRage_ST",1,1)//
CHAH B 1 A_GiveInventory("ChargeTrainDash",1)
CHAH B 0 A_GiveInventory("ChargeDashFlag",1)
CHAH B 0 A_ReFire("FireH")
Goto NoAmmoX

NoAmmoX:
CHAH B 0 SetPlayerProperty(0,0,0)
CHAH B 0 A_ClearReFire
CHAH B 0 A_TakeInventory("StunArmor",999)
CHAH B 0 A_TakeInventory("ChargeDashFlag",999)
CHAH B 0 A_JumpIfInventory("IsBot",1,"NoAmmoBot")
Goto Ready1a
NoAmmoBot:
CHAH A 0 A_GiveInventory("ChargeManIsEveryWhereAmmo",75)
CHAH A 70 SetPlayerProperty(0,1,0)
CHAH A 0 SetPlayerProperty(0,0,0)
CHAH B 0 A_ClearReFire
Goto Ready1

Altfire:
CHAH A 0 A_JumpIfInventory("BlackHotAmmo",100,"CoalAttack")
Goto NoAmmoAlt
CoalAttack:
CHAH C 0 A_GiveInventory("ChargeAltfireResync_P",1)
CHAH C 0 A_PlaySoundEx("weapon/chugga","weapon")
//CHAH C 0 A_GunFlash
//CHAH C 0 A_SpawnItemEx("TrainSteam",0,0,120,0,0,0,0,1)
CHAH C 0 A_SpawnItemEx("CoalSpawner",0,0,56,0,0,0,0,1)
CHAH C 0 A_FireCustomMissile("ChargeAltRadius",0,0,0,0)
CHAH C 0 A_GiveInventory("ChargemanAlt_CI",1)
TNT1 A 0 A_GiveInventory("ChargeTrollageFlag",1)
CHAH OOOPPQQRR 1 A_TakeInventory("BlackHotAmmo",10)
CHAH E 0 ACS_ExecuteAlways(998,0,DYE_CHARGEMAN,1)
STAC A 0 A_TakeInventory("SemiStunArmor",1)
STAC A 0 A_TakeInventory("GuardUpFlag",1)
STAC A 0 A_TakeInventory("ChargeParryPower",1)
TNT1 A 0 A_TakeInventory("ChargeTrollageFlag",1)
CHAH E 0 A_TakeInventory("BlackHotAmmo",10)
CHAH SSSSRRQQPPOO 1
CHAH A 4
Goto Ready1

NoAmmoAlt:
CHAH A 1
CHAH A 0 A_GiveInventory("ChargeManIsEveryWhereAmmo",1)
CHAH A 0 A_GiveInventory("BlackHotAmmo",2)
goto Ready1

/*
FlashT:
TNT1 AAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("TrainGrabber",0,0,56,1,0,1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_SpawnItemEx("TrainSteam",0,0,120,0,0,0,0,1)
loop
*/

Flash:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("BlackHotAmmo",300,1)
goto Flash
TNT1 A 0 A_SpawnItemEx("TrainSteam",0,0,120,0,0,0,0,1)
loop
}
}

actor ChargeManIsEveryWhereAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 80
+INVENTORY.IGNORESKILL 
}

actor BlackHotAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 300
+INVENTORY.IGNORESKILL 
}

actor ChargemanOnceC : OnceC{}

actor ChargeDashFlag : Inventory
{
inventory.amount 1
inventory.maxamount 5
}

actor ChargemanArmorDelay : Powerup
{
Powerup.Duration 35
}

actor AmmoChooChoo : CustomInventory
{
states
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("AmmoChooChooSound")
stop
}
}

actor ChargemanArmorBonus : BasicArmorBonus
{
Armor.SavePercent 50
Armor.Saveamount 8
Armor.Maxsaveamount 100
Armor.Maxbonus 8//This doesn't do anything???
Armor.Maxbonusmax 50
}


actor ChargeManLink : Inventory 
{
inventory.amount 1
Inventory.MaxAmount 1064
}
actor TrainBuffer : Inventory
{
inventory.amount 1
inventory.maxamount 999
}
actor ChargeManJumpBuffer : Powerup
{
powerup.duration -1
}
actor ChargeWildRideFlag : OnceC {}

actor ChargeTrollageFlag : OnceC {}

actor ChargeAfterEffects : PowerSpeed
{
Speed 1.0
powerup.duration 10
}

actor ChargeTrainDash : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(z-floorz==0,"Ground")
goto Air
Air:
TNT1 A 0 A_JumpIfInventory("BasicArmor",1,2)
TNT1 A 0 A_Recoil(-1.75)
stop
TNT1 A 0 A_Recoil(-2.5)
TNT1 A 0 A_GiveInventory("ChargeAfterEffects")
stop
Ground:
TNT1 A 0 A_JumpIfInventory("BasicArmor",1,2)
TNT1 A 0 A_Recoil(-4.5)//-12
stop
TNT1 A 0 A_Recoil(-6)
TNT1 A 0 A_GiveInventory("ChargeAfterEffects")
stop
//CHAH B 2 A_Recoil(-12)//A_Recoil(-5)
//CHAH B 2// A_Recoil(-5)
//CHAH B 1// A_Recoil(-3)
}
}

actor ChargeTrainDashX : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"InitialThrust")
stop
InitialThrust:
TNT1 A 0 A_JumpIf(z-floorz==0,"Ground")
goto Air
Air:
TNT1 A 0 A_Recoil(-3.5)
stop
Ground:
TNT1 A 0 A_Recoil(-9)//-12
stop
//CHAH B 2 A_Recoil(-12)//A_Recoil(-5)
//CHAH B 2// A_Recoil(-5)
//CHAH B 1// A_Recoil(-3)
}
}

actor ChargeAltfireResync_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ACS_ExecuteAlways(998,0,DYE_CHARGEMANHOT,5)
TNT1 A 0 A_JumpIfInventory("BlackHotAmmo",300,1)
goto No
STAC A 0 A_GiveInventory("SemiStunArmor",1)
STAC A 0 A_GiveInventory("GuardUpFlag",1)
STAC A 0 A_GiveInventory("ChargeParryPower",1)
stop
No:
STAC A 0
stop
}
}

actor ChargeParryPower : BasePowerPro
{
damagefactor "Normal", 0.25
}

actor ChargeCarryHelper : BasicHelper
{
states
{
Spawn:
TNT1 A 1 A_JumpIfInTargetInventory("ChargeManLink",1,"Coop")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Coop:
TNT1 A 1 ACS_NamedExecuteAlways("cbm_traingrab",0,ACS_NamedExecuteWithResult("cbm_gettrainpassenger"))
TNT1 A 0 A_JumpIfInTargetInventory("ChargeManLink",1,"Coop")
Goto Spawn
}
}

actor TrainGrabber
{
PROJECTILE
+DONTBLAST
+DONTREFLECT
+HITTRACER
renderstyle none
radius 34
height 32
speed 1
states
{
Spawn:
PLAY A 4
stop
XDeath:
PUNK H 0 A_JumpIfInTargetInventory("ChargeManJumpBuffer",1,"No")
PUNK H 0 A_JumpIfInventory("ChargeManLink",1,"No",8)
PUNK H 0 A_JumpIfInventory("ChargeWildRideFlag",1,"No",8)
PUNK H 0 A_JumpIf(ACS_NamedExecuteWithResult("cbm_istracerally")==1,"DeathLink")
goto No
DeathLink:
BASS H 4 ACS_NamedExecuteAlways("cbm_chargemanlink", 0, ACS_ExecuteWithResult(147,0), ACS_ExecuteWithResult(147,1))
stop
No:
Death:
PUNK H 4
stop
}
}

actor ChargeTrainClip : BasicExplosion
{
damagetype "ChargeM_Ram2"
Obituary "$OB_CHARGERAM"
States
{
Spawn:
TNT1 A 0
//PUNK H 0 A_JumpIfInventory("BasicArmor",1,"Epic")
TNT1 A 1 A_Explode(4,80,0,0,24)
stop
Epic:
TNT1 A 1 A_Explode(6,80,0,0,24)
stop
}
}

actor ChargemanArmorWatcher_H : BasicHelper
{
States
{
Spawn:
PLAY A 1
PLAY A 0 A_JumpIfInTargetInventory("BasicArmor",1,"Spawn_Wait")
PLAY A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Spawn_Wait:
BASS A 1
BASS A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
BASS A 0 A_JumpIfInTargetInventory("ChargemanArmorDelay",1,"Spawn_Wait")
goto Spawn_Take
Spawn_Take:
BASS F 1 A_TakeFromTarget("BasicArmor",1)
BASS F 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
BASS F 0 A_JumpIfInTargetInventory("ChargemanArmorDelay",1,"Spawn_Wait")
BASS F 0 A_JumpIfInTargetInventory("BasicArmor",1,"Spawn_Take")
BASS H 1 A_TakeFromTarget("BasicArmor",9999)
goto Spawn+1
Death:
ROLL H 1
stop
}
}

actor ChargeTrain : FastProjectile
{
Translation "198:198=225:225", "192:192=4:4"
PROJECTILE
damagetype "ChargeM_Ram"
Obituary "$OB_CHARGERAM"
+DONTBLAST
+DONTREFLECT
+HITTRACER
+BOUNCEONFLOORS
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+CANBOUNCEWATER
+NOEXPLODEFLOOR
renderstyle add
Bouncecount 2
BounceFactor 1.0
WallBounceFactor 1.0
damage (8)
Radius 16
Height 28
speed 60
scale 2.5
States
{
Spawn:
TNT1 A 0
CHTK A 1 A_SpawnItemEx("ChargeRamFX1",0,0,0,0,0,0,0,1)
CHTK B 1 A_SpawnItemEx("ChargeRamFX2",0,0,0,0,0,0,0,1)
goto Death
//stop
Crash:
XDeath:
TNT1 A 0 A_JumpIf(ACS_NamedexecuteWithResult("cbm_istracerenemy")==1,"Death_Give")
Goto Death
Death_Give:
TNT1 A 0 A_GiveToTarget("ChargeM_BasicArmorBonus_P",1)
TNT1 A 0 A_GiveToTarget("ChargemanArmorDelay",1)
Goto Death
Death:
CHTK A 0 A_Stop
CHTK ABCD 1 A_Fadeout(.25)
stop
}
}

actor ChargeTrainB : ChargeTrain{translation "198:198=74:74","192:192=205:205"}
actor ChargeTrainR : ChargeTrain{translation "198:198=41:41","192:192=171:171"}
actor ChargeTrainO : ChargeTrain{translation "198:198=128:128","192:192=104:104"}
actor ChargeTrainP : ChargeTrain{translation "198:198=232:232","192:192=229:229"}

actor ChargeRamFX1 : BasicClientSide
{
States
{
Spawn:
TNT1 A 0
STEA M 1
stop
}
}

actor ChargeRamFX2 : BasicClientSide
{
States
{
Spawn:
TNT1 A 0
STEA N 1
stop
}
}

actor CoalSpawner
{
PROJECTILE
-SOLID
+NOINTERACTION
damage 0
radius 1
height 1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,0,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,45,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,90,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,135,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,180,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,-45,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,-90,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,30,0,5.5,-135,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,27.5,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,72.5,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,117.5,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,162.5,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,-27.5,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,-72.5,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,-117.5,1)
TNT1 A 0 A_SpawnItemEx("RisingCoal",0,0,0,26,0,16,-162.5,1)
TNT1 A 1
stop
}
}

actor ChargeAltRadius : BasicExplosion
{
Obituary "$OB_COALRAIN"
Damagetype "ChargeM_Coal"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(11,96,0,0,96)
stop
}
}

actor ChargeCoalShot
{
var int user_P;
Translation "198:198=225:225", "202:202=210:210"
PROJECTILE
Obituary "$OB_COALRAIN"
Damagetype "ChargeM_Coal"
-NOGRAVITY
damage (10)
Radius 7
Height 7
speed 45
scale 3.0
States
{
Spawn:
COAL G 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
COAL GHIJ 2
COAL G 0 A_JumpIf(user_P>=6,"Spawn2")
COAL G 0 A_SetUserVar("user_P",user_P+1)
goto SpawnLOOP
Spawn2:
COAL G 0 //A_SetScale(3.5)
COAL GHIJ 2
goto Spawn2+1
Death:
//TNT1 A 0 A_LOGINT(user_P)
TNT1 A 0 A_Stop
TNT1 A 0 A_PlaySoundEx("weapon/napalm","weapon")
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 //A_SpawnItemEx("CoalSpawner",0,0,56,0,0,0)
TNT1 A 0 A_Explode(10,96,0,0,48)
TNT1 A 0 A_SpawnItemEx("BasicBoom5FX_Y",0,0,0,0,0,0,0,1+32)
TNT1 A 35
stop
}
}

actor ChargeCoalShotB : ChargeCoalShot{translation "198:198=74:74","202:202=205:205"}
actor ChargeCoalShotR : ChargeCoalShot{translation "198:198=41:41","202:202=171:171"}
actor ChargeCoalShotO : ChargeCoalShot{translation "198:198=128:128","202:202=104:104"}
actor ChargeCoalShotP : ChargeCoalShot{translation "198:198=232:232","202:202=229:229"}

actor RisingCoal
{
PROJECTILE
Obituary "$OB_COALRAIN"
Damagetype "ChargeM_Coal"
+DONTBLAST
//+SHOOTABLE
Radius 8
Height 10
Damage (2)
speed 30
scale 2.5
States
{
Spawn:
COAL DEF 1
goto Death
Death:
COAL D 0 A_SpawnItemEx("FallingCoal",0,0,0,0,0,0,0,1)
stop
XDeath:
TNT1 A 0
stop
}
}

actor FallingCoal : RisingCoal
{
-NOGRAVITY
Gravity 3
damage (4)//30
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
COAL ABC 1
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor TrainSteam : BasicExplosion
{
scale 2.5
States
{
Spawn:
STEA ABCDE 1
STEA FGHII 3
stop
}
}

actor ChargemanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ChargeTrain",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ChargeTrainB",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ChargeTrainR",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ChargeTrainO",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ChargeTrainP",0,1,0,0)
goto Done
Done:
CHAH B 0 A_PlaySound("weapon/train",0,1.0)
TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"ReallyDoneIPromise")
stop
ReallyDoneIPromise:
PFBX A 0 A_PlaySoundEx("misc/eclipsedarkball","Voice")
stop
}
}

actor ChargemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ChargeCoalShot",0,0,0,24)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ChargeCoalShotB",0,0,0,24)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ChargeCoalShotR",0,0,0,24)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ChargeCoalShotO",0,0,0,24)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ChargeCoalShotP",0,0,0,24)
goto Done
}
}