actor DarkBlasterBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_5L"
dropitem "DarkShieldWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 20
Obituary "$OB_DARK4BUSTER"
Inventory.Pickupmessage "no again"
weapon.ammotype "DarkBlasterAmmo"
States
{
Spawn:
C_05 L 1
loop
Ready:
DKC4 B 0 ACS_ExecuteAlways(998,0,DYE_DARKMAN4)
DKC4 A 0 A_GunFlash
DKC4 A 1 A_WeaponReady
Goto Ready2
Ready2:
DKC4 A 0 A_JumpIfInventory("ShieldCheck",1,"Ready3")
DKC4 A 4 A_WeaponReady
DKC4 A 0 A_GiveInventory("DarkBlasterAmmo",1)
loop
Ready3:
DKC4 A 2 A_WeaponReady
DKC4 A 0 A_JumpIfInventory("ShieldCheck",1,"Ready3")
Goto Ready2
Deselect:
TNT1 A 0 A_TakeInventory("ShieldCheck",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DKC4 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DKC4 A 1 A_Raise
Loop
Fire:
DKC4 A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldFire")
DKC4 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC4 A 0 A_JumpIfHealthLower(27,"Fire5")
DKC4 A 0 A_JumpIfHealthLower(54,"Fire4")
DKC4 A 0 A_JumpIfHealthLower(81,"Fire3")
DKC4 A 0 A_JumpIfHealthLower(108,"Fire2")
Fire1:
DKC4 B 0 A_GiveInventory("Darkman4Main_CI",1)
DKC4 B 1 A_GiveInventory("DarkBlasterAmmo",1)
//DKC4 BCBAA 3
DKC4 C 1
DKC4 C 3
DKC4 BA 2
DKC4 A 8
BUST B 0 A_Refire
Goto Ready+1
Fire2:
DKC4 B 0 A_GiveInventory("Darkman4MainII_CI",1)
DKC4 B 1 A_GiveInventory("DarkBlasterAmmo",1)
//DKC4 BCBAA 3
DKC4 C 1
DKC4 C 3
DKC4 BA 2
DKC4 A 9
BUST B 0 A_Refire
Goto Ready+1
Fire3:
DKC4 B 0 A_GiveInventory("Darkman4MainIII_CI",1)
DKC4 B 1 A_GiveInventory("DarkBlasterAmmo",1)
//DKC4 BCBAA 3
DKC4 C 1
DKC4 C 3
DKC4 BA 2
DKC4 A 9
BUST B 0 A_Refire
Goto Ready+1
Fire4:
DKC4 B 0 A_GiveInventory("Darkman4MainIIII_CI",1)
DKC4 B 1 A_GiveInventory("DarkBlasterAmmo",1)
//DKC4 BCBAA 3
DKC4 C 1
DKC4 C 3
DKC4 BA 2
DKC4 A 9
BUST B 0 A_Refire
Goto Ready+1
Fire5:
DKC4 B 0 A_GiveInventory("Darkman4MainIIIII_CI",1)
DKC4 B 1 A_GiveInventory("DarkBlasterAmmo",1)
//DKC4 BCBAA 3
DKC4 C 1
DKC4 C 3
DKC4 BA 2
DKC4 A 9
BUST B 0 A_Refire
Goto Ready+1
ShieldFire:
DKC4 A 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC4 A 0 A_GiveInventory("Darkman4Main2_CI",1)
DKC4 BC 1
DKC4 C 3
DKC4 BA 2
DKC4 A 9
BUST B 0 A_Refire
Goto Ready2
AltFire:
DKC4 A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
DKC4 A 0 A_JumpIfInventory("DarkAltDelay",1,"NoAmmo")
DKC4 A 0 A_JumpIfInventory("DarkBlasterAmmo",25,"AltContinue")
goto NoAmmo
AltContinue:
TNT1 A 0 A_PlaySoundEX("weapon/shieldhum","SoundSlot7")
DKC4 A 0 A_GiveInventory("ShieldCheck",1)
DKC4 A 0 //A_GiveInventory("ShieldNoRegenFlag",1)
DKC4 B 2
DKC4 C 8
DKC4 B 2
goto Ready2+1
ShieldThrow:
DKC4 A 0 A_TakeInventory("ShieldCheck",999)
//DKC4 C 0 A_GiveInventory("Darkman4Alt_CI",1)
DKC4 C 0 A_SpawnItemEx("DarkShieldFireClassDM4",70,0,2,Cos(pitch)*28,0,-sin(pitch)*28,0,1)
DKC4 B 2 A_PlaySoundEX("weapon/shieldhum","SoundSlot7")
TNT1 A 0 A_SpawnItemEx("DarkAltDelayHelper")
TNT1 A 0 A_GiveInventory("DarkAltDelay",105)
DKC4 C 2
DKC4 B 1
DKC4 A 1
Goto Ready+1
NoAmmo:
DKC4 A 4 A_GiveInventory("DarkBlasterAmmo",1)
Goto Ready+1

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,"FlashShield")
TNT1 A 1 //ACS_ExecuteAlways(648,0,18)//ACS_ExecuteAlways(648,0,3)
loop
FlashShield:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"FlashBreak")
TNT1 A 0 A_GiveInventory("Darkman4Flash_CI",1)
TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG1Clientside",50,0,2,momx,momy,momz,0,9,0)
TNT1 A 1 //ACS_ExecuteAlways(648,0,18)
TNT1 A 0 A_JumpIfInventory("DarkBlasterAmmo",1,2)
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,1)
goto FlashBreak
TNT1 A 0 A_JumpIfInventory("IsDead",1,"FlashBreak")
TNT1 A 0 A_GiveInventory("Darkman4Flash2_CI",1)
TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG2Clientside",50,0,2,momx,momy,momz,0,9,0)
TNT1 A 1 //ACS_ExecuteAlways(648,0,18)
TNT1 A 0 A_JumpIfInventory("DarkBlasterAmmo",1,2)
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,1)
goto FlashBreak
TNT1 A 0 A_JumpIfInventory("IsDead",1,"FlashBreak")
TNT1 A 0 A_GiveInventory("Darkman4Flash3_CI",1)
TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG3Clientside",50,0,2,momx,momy,momz,0,9,0)
TNT1 A 1 //ACS_ExecuteAlways(648,0,18)
TNT1 A 0 A_JumpIfInventory("DarkBlasterAmmo",1,"FlashShield")
goto FlashBreak
FlashBreak:
TNT1 A 0 A_TakeInventory("ShieldCheck",999)
TNT1 A 0 A_PlaySoundEX("weapon/centaurflash","Voice")
goto Flash
}
}

actor DarkClassShot
{
Translation "202:202=216:216","199:199=219:219"
var int user_P;
PROJECTILE
damagetype "DM4_Shot"
Obituary "$OB_DARK4BUSTER"
+THRUGHOST
+DONTREFLECT
Damage (15+pitch)
radius 11
height 11
Speed 30
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
DSHO A 4
SpawnLOOP:
DSHO A 1 A_ChangeFlag("THRUGHOST",0)
DSHO A 0 A_JumpIf(pitch>=1,"Spawn2")
DSHO A 5 
DSHO A 0 A_SetPitch(pitch+1)
goto SpawnLOOP+1
Spawn2:
DSHO A 0
DSHO A 0 A_JumpIf(pitch>=2,"Spawn3")
DSHO A 6
DSHO A 0 A_SetPitch(pitch+1)
loop
Spawn3:
DSHO A 0
DSHO A 0 A_JumpIf(pitch>=4,"Spawn4")
DSHO A 6
DSHO A 0 A_SetPitch(pitch+1)
loop
Spawn4:
DSHO A 0
DSHO A 0 A_JumpIf(pitch>=5,"SpawnDone")
DSHO A 6 
DSHO A 0 A_SetPitch(pitch+1)
loop
SpawnDone:
DSHO A 6
wait
Death:
DKC1 G 0 A_Stop
DKC1 GHIJK 2 
stop
}
}

actor DarkClassShotB : DarkClassShot{translation "202:202=205:205","199:199=74:74"}
actor DarkClassShotR : DarkClassShot{translation "202:202=171:171","199:199=41:41"}
actor DarkClassShotO : DarkClassShot{translation "202:202=104:104","199:199=128:128"}
actor DarkClassShotP : DarkClassShot{translation "202:202=229:229","199:199=232:232"}

actor Dark4SniperShot
{
Translation "202:202=216:216","199:199=219:219"
PROJECTILE
damagetype "DM4_Shot"
Obituary "$OB_DARK4BUSTER"
Damage (20+pitch)
radius 10
height 10
speed 30
scale 2.5
States
{
Spawn:
DSHO A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
DSHO A 0 A_JumpIf(pitch>=1,"Spawn2")
DSHO AAA 2 A_SpawnItemEx("Darkman4ShotFX1",0,0,0,0,0,0,0,513)
DSHO A 0 A_SetPitch(pitch+1)
loop
Spawn2:
DSHO A 0
DSHO A 0 A_JumpIf(pitch>=2,"Spawn3")
DSHO AAA 2 A_SpawnItemEx("Darkman4ShotFX2",0,0,0,0,0,0,0,513)
DSHO A 0 A_SetPitch(pitch+1)
loop
Spawn3:
DSHO A 0
DSHO A 0 A_JumpIf(pitch>=4,"Spawn4")
DSHO AAA 2 A_SpawnItemEx("Darkman4ShotFX3",0,0,0,0,0,0,0,513)
DSHO A 0 A_SetPitch(pitch+1)
loop
Spawn4:
DSHO A 0
DSHO A 0 A_JumpIf(pitch>=5,"SpawnDone")
DSHO AAA 2 A_SpawnItemEx("Darkman4ShotFX4",0,0,0,0,0,0,0,513)
DSHO A 0 A_SetPitch(pitch+1)
loop
SpawnDone:
DSHO AAA 2 A_SpawnItemEx("Darkman4ShotFX5",0,0,0,0,0,0,0,1)
wait
Death:
DSHO A 0 A_JumpIf(pitch>=5,"Death5")
DSHO A 0 A_JumpIf(pitch>=4,"Death4")
DSHO A 0 A_JumpIf(pitch>=3,"Death3")
DSHO A 0 A_JumpIf(pitch>=2,"Death2")
DSHO A 0 A_JumpIf(pitch>=1,"Death1")
DKC1 G 0 A_Stop
DKC1 GHIJK 2 
stop
Death1:
DKC1 GGGG 0 A_SpawnItemEx("Darkman4ShotFX1",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(-5,5),513)
DKC1 GHIJK 2 
stop
Death2:
DKC1 GGGGGGGG 0 A_SpawnItemEx("Darkman4ShotFX2",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(-5,5),513)
DKC1 GHIJK 2 
stop
Death3:
DKC1 GGGGGGGGGGGG 0 A_SpawnItemEx("Darkman4ShotFX3",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(-5,5),513)
DKC1 GHIJK 2 
stop
Death4:
DKC1 GGGGGGGGGGGGGGGG 0 A_SpawnItemEx("Darkman4ShotFX4",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(-5,5),513)
DKC1 GHIJK 2 
stop
Death5:
DKC1 GGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx("Darkman4ShotFX5",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(-5,5),1)
DKC1 GHIJK 2 
stop
}
}

actor Dark4SniperShotII : Dark4SniperShot
{
speed 35
}

actor Dark4SniperShotIII : Dark4SniperShot
{
speed 40
}

actor Dark4SniperShotIIII : Dark4SniperShot
{
speed 45
}

actor Dark4SniperShotIIIII : Dark4SniperShot
{
speed 50
}

actor Dark4SniperShotB : Dark4SniperShot{translation "202:202=205:205","199:199=74:74"}
actor Dark4SniperShotR : Dark4SniperShot{translation "202:202=171:171","199:199=41:41"}
actor Dark4SniperShotO : Dark4SniperShot{translation "202:202=104:104","199:199=128:128"}
actor Dark4SniperShotP : Dark4SniperShot{translation "202:202=229:229","199:199=232:232"}

actor Dark4SniperShotIIB : Dark4SniperShotII{translation "202:202=205:205","199:199=74:74"}
actor Dark4SniperShotIIR : Dark4SniperShotII{translation "202:202=171:171","199:199=41:41"}
actor Dark4SniperShotIIO : Dark4SniperShotII{translation "202:202=104:104","199:199=128:128"}
actor Dark4SniperShotIIP : Dark4SniperShotII{translation "202:202=229:229","199:199=232:232"}

actor Dark4SniperShotIIIB : Dark4SniperShotIII{translation "202:202=205:205","199:199=74:74"}
actor Dark4SniperShotIIIR : Dark4SniperShotIII{translation "202:202=171:171","199:199=41:41"}
actor Dark4SniperShotIIIO : Dark4SniperShotIII{translation "202:202=104:104","199:199=128:128"}
actor Dark4SniperShotIIIP : Dark4SniperShotIII{translation "202:202=229:229","199:199=232:232"}

actor Dark4SniperShotIIIIB : Dark4SniperShotIIII{translation "202:202=205:205","199:199=74:74"}
actor Dark4SniperShotIIIIR : Dark4SniperShotIIII{translation "202:202=171:171","199:199=41:41"}
actor Dark4SniperShotIIIIO : Dark4SniperShotIIII{translation "202:202=104:104","199:199=128:128"}
actor Dark4SniperShotIIIIP : Dark4SniperShotIIII{translation "202:202=229:229","199:199=232:232"}

actor Dark4SniperShotIIIIIB : Dark4SniperShotIIIII{translation "202:202=205:205","199:199=74:74"}
actor Dark4SniperShotIIIIIR : Dark4SniperShotIIIII{translation "202:202=171:171","199:199=41:41"}
actor Dark4SniperShotIIIIIO : Dark4SniperShotIIIII{translation "202:202=104:104","199:199=128:128"}
actor Dark4SniperShotIIIIIP : Dark4SniperShotIIIII{translation "202:202=229:229","199:199=232:232"}

actor Darkman4ShotFX1 : BasicClientSide
{
+FORCEXYBILLBOARD
RenderStyle "translucent"
Alpha 0.0//9
ReactionTime 4
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetTranslucent(0.4+0.06*pitch,0)
TNT1 A 1
goto SpawnL
SpawnL:
DSHO A 1 A_CountDown
DSHO A 0 A_FadeOut
DSHO A 0 A_SetScale(scaleX-0.2)
loop
}
}
actor Darkman4ShotFX2 : Darkman4ShotFX1{ReactionTime 5}
actor Darkman4ShotFX3 : Darkman4ShotFX1{ReactionTime 6}
actor Darkman4ShotFX4 : Darkman4ShotFX1{ReactionTime 7}
actor Darkman4ShotFX5 : Darkman4ShotFX1
{
RenderStyle "Add"
Alpha 1.0
ReactionTime 8
States
{
Spawn:
TNT1 A 1
goto SpawnL
}
}

actor DarkShield4Segment
{
Translation "202:202=216:216"
damagetype "DM4_Shield"
Obituary "$OB_DARK2SHIELD"
+MISSILE
+NOGRAVITY
-SOLID
+NOBLOOD
+DONTBLAST
+NOTIMEFREEZE
Damage (1)
health 50
painchance 0
+RIPPER
+SHOOTABLE
+GHOST
Height 56
Radius 30
scale 2.5
Speed 0

+SKYEXPLODE
+DONTSPLASH
//+NOCLIP
+NOINTERACTION
+INVULNERABLE
+THRUGHOST
States
{
Spawn:
DSHO N 0
DSHO N 0 A_ChangeFlag("NOINTERACTION",0)
DSHO N 1
stop

}
}
actor DarkShield4Segment2 : DarkShield4Segment
{
States
{
Spawn:
DSHO O 0
DSHO O 0 A_ChangeFlag("NOINTERACTION",0)
DSHO O 1
stop
}
}
actor DarkShield4Segment3 : DarkShield4Segment
{
States
{
Spawn:
DSHO P 0
DSHO P 0 A_ChangeFlag("NOINTERACTION",0)
DSHO P 1
stop
}
}

actor DarkShield4SegmentFX1 : BasicClientSide
{
RenderStyle "translucent"
Alpha 0.35
-CLIENTSIDEONLY
Translation "192:192=85:85", "198:198=227:227"
States
{
Spawn:
DSHW N 0
DSHW N 1
stop
}
}
actor DarkShield4SegmentFX2 : BasicClientSide
{
RenderStyle "translucent"
Alpha 0.35
-CLIENTSIDEONLY
Translation "192:192=85:85", "198:198=227:227"
States
{
Spawn:
DSHW O 0
DSHW O 1
stop
}
}
actor DarkShield4SegmentFX3 : BasicClientSide
{
RenderStyle "translucent"
Alpha 0.35
-CLIENTSIDEONLY
Translation "192:192=85:85", "198:198=227:227"
States
{
Spawn:
DSHW P 0
DSHW P 1
stop
}
}

actor DarkShield4SegmentRNG1 : DarkShield4Segment
{
-INVULNERABLE
+NOTARGETSWITCH
+SHOOTABLE
+NOBLOOD
-SOLID
+NOTIMEFREEZE
+NOGRAVITY
+HEXENBOUNCE
+BOUNCEONACTORS
Painchance 256
Bloodtype ""
+DONTRIP
+GHOST
+NORADIUSDMG
+DONTBLAST
+DONTDRAIN
RenderStyle "none"//"translucent"
Alpha 0.35
Translation "192:192=85:85", "198:198=227:227"
Height 56
Radius 30
health 50
States
{
Spawn:
DSHW N 0 
DSHW N 1
stop
Pain:
DSHW N 0 ACS_NamedExecuteWithResult("CCBM_Dark4Shield")
DSHW N 1
goto Spawn
Death:
DSHW N 0 A_TakeInventory("DarkBlasterAmmo",50)
DSHW N 1
stop
}
}

actor DarkShield4SegmentRNG2 : DarkShield4SegmentRNG1
{
States
{
Spawn:
DSHW O 0 
DSHW O 1 
stop
Pain:
DSHW O 0 ACS_NamedExecuteWithResult("CCBM_Dark4Shield")
DSHW O 1 
goto Spawn
Death:
DSHW O 0 A_TakeInventory("DarkBlasterAmmo",50)
DSHW O 1 
stop
}
}

actor DarkShield4SegmentRNG3 : DarkShield4SegmentRNG1
{
States
{
Spawn:
DSHW P 0 
DSHW P 1 
stop
Pain:
DSHW P 0 ACS_NamedExecuteWithResult("CCBM_Dark4Shield")
DSHW P 1 
goto Spawn
Death:
DSHW P 0 A_TakeInventory("DarkBlasterAmmo",50)
DSHW P 1 
stop
}
}



//I kept looking for hard solutions to an easy problem here.
actor DarkShield4SegmentRNG1B : DarkShield4SegmentRNG1 {DesignatedTeam 0}
actor DarkShield4SegmentRNG1R : DarkShield4SegmentRNG1 {DesignatedTeam 1}
actor DarkShield4SegmentRNG1O : DarkShield4SegmentRNG1 {DesignatedTeam 2}
actor DarkShield4SegmentRNG1P : DarkShield4SegmentRNG1 {DesignatedTeam 3}

actor DarkShield4SegmentRNG2B : DarkShield4SegmentRNG2 {DesignatedTeam 0}
actor DarkShield4SegmentRNG2R : DarkShield4SegmentRNG2 {DesignatedTeam 1}
actor DarkShield4SegmentRNG2O : DarkShield4SegmentRNG2 {DesignatedTeam 2}
actor DarkShield4SegmentRNG2P : DarkShield4SegmentRNG2 {DesignatedTeam 3}

actor DarkShield4SegmentRNG3B : DarkShield4SegmentRNG3 {DesignatedTeam 0}
actor DarkShield4SegmentRNG3R : DarkShield4SegmentRNG3 {DesignatedTeam 1}
actor DarkShield4SegmentRNG3O : DarkShield4SegmentRNG3 {DesignatedTeam 2}
actor DarkShield4SegmentRNG3P : DarkShield4SegmentRNG3 {DesignatedTeam 3}


actor DarkShield4ReleaseSpawner
{
Translation "202:202=216:216"
PROJECTILE
+NOINTERACTION
+NOCLIP
Damage(0)
Height 1
Radius 1
Speed 0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("DarkShield4Release",46,0,-28,0,0,0,90,1)
TNT1 A 0 A_SpawnItemEx("DarkShield4Release",46,0,-28,0,0,0,270,1)
stop
}
}

actor DarkShield4ReleaseSpawnerB : DarkShield4ReleaseSpawner{translation "202:202=205:205"}
actor DarkShield4ReleaseSpawnerR : DarkShield4ReleaseSpawner{translation "202:202=171:171"}
actor DarkShield4ReleaseSpawnerO : DarkShield4ReleaseSpawner{translation "202:202=104:104"}
actor DarkShield4ReleaseSpawnerP : DarkShield4ReleaseSpawner{translation "202:202=229:229"}

actor DarkShield4Release
{
RenderStyle "translucent"
Alpha 0.45
Translation "192:192=85:85", "198:198=227:227"
PROJECTILE
damagetype "DM4_TossSpin"
Obituary "$OB_DARK2SHIELD"
Height 56
Radius 30
scale 2.5
damage (2)
+RIPPER

mass 9999
+SHOOTABLE
-NOBLOCKMAP
+NOBLOOD
+NOTARGETSWITCH
+INVULNERABLE
+NORADIUSDMG
+GHOST
+THRUGHOST
speed 0
var int user_speed;
var int user_num;
var int user_time;
var int user_time_add;
States
{
Spawn:
DSHW N 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
TNT1 A 0 A_SetUserVar("user_speed",40)
TNT1 A 0 A_SetUserVar("user_num",1400)
TNT1 A 0 A_SetUserVar("user_time",17)
TNT1 A 0 A_SetUserVar("user_time_add",3)
Spawn2:
TNT1 A 0 A_Setangle(angle-user_num/user_time)
DSHW N 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
DSHW N 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
DSHW O 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
DSHW O 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
DSHW P 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
TNT1 A 0 A_Setangle(angle-user_num/user_time)
DSHW P 1 A_ChangeVelocity(user_speed,0,0,3)
TNT1 A 0 A_SetUserVar("user_time",user_time+user_time_add)
loop
Death:
DARS A 0
stop
}
}

actor DarkShieldFireClassDM4 : DarkShieldRelease
{
+STEPMISSILE
maxstepheight 32
+RIPPER
+NOEXPLODEFLOOR
//+BOUNCEONCEILINGS
RenderStyle "translucent"
Alpha 0.45
Translation "192:192=85:85", "198:198=227:227"
Damage (2)
Speed 28
Height 56
Radius 30
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
DSHW N 0
DSHW NNOOPP 1 A_CheckFloor("SpawnFloor")//A_Explode(8,100,0,0,12)
loop
SpawnFloor:
DSHW N 0 A_ChangeVelocity(28,0,0,3)
SpawnLoop2:
DSHW NNOOPP 1 //A_Explode(8,100,0,0,12)
loop
DEATH:
TNT1 A 0
stop
}
}

actor DarkBlasterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 50
+INVENTORY.IGNORESKILL
}

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

actor DarkAltDelayHelper : BasicHelper
{
reactiontime 106
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_TakeFromTarget("DarkAltDelay",1)
TNT1 A 1 A_Countdown
loop
}
}

actor HoppedFlag : OnceC {}

actor Darkman4Main_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShot",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotP",0,0,8,0)
goto Done
}
}

actor Darkman4MainII_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotII",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIP",0,0,8,0)
goto Done
}
}

actor Darkman4MainIII_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIII",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIP",0,0,8,0)
goto Done
}
}

actor Darkman4MainIIII_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIII",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIP",0,0,8,0)
goto Done
}
}

actor Darkman4MainIIIII_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIII",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIIB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIIR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIIO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Dark4SniperShotIIIIIP",0,0,8,0)
goto Done
}
}

actor Darkman4Main2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("DarkClassShot",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("DarkClassShotB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("DarkClassShotR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("DarkClassShotO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("DarkClassShotP",0,0,8,0)
goto Done
}
}

actor Darkman4Alt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("DarkShield4ReleaseSpawner",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("DarkShield4ReleaseSpawnerB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("DarkShield4ReleaseSpawnerR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("DarkShield4ReleaseSpawnerO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("DarkShield4ReleaseSpawnerP",0,0,0,0)
goto Done
}
}

actor Darkman4Flash_CI : TeamColor_CI
{
    states
    {
        FireX:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG1",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireB:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG1B",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireR://IM RETARDED LOOOOOOL
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG1R",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireO:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG1O",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireP:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG1P",50,0,2,momx,momy,momz,0,9,0)
        goto Done 
    }
}

actor Darkman4Flash2_CI : TeamColor_CI
{
    states
    {
        FireX:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG2",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireB:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG2B",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireR:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG2R",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireO:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG2O",50,0,2,momx,momy,momz,0,9,0)
        goto Done 
        FireP:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG2P",50,0,2,momx,momy,momz,0,9,0)
        goto Done 
    }
}

actor Darkman4Flash3_CI : TeamColor_CI
{
    states
    {
        FireX:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG3",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireB:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG3B",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireR:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG3R",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireO:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG3O",50,0,2,momx,momy,momz,0,9,0)
        goto Done
        FireP:  
        TNT1 A 0 A_SpawnItemEx("DarkShield4SegmentRNG3P",50,0,2,momx,momy,momz,0,9,0)
        goto Done 
    }
}
  
actor DarkShield4SegmentRNG1Clientside : ProtoShieldFX
{
scale 2.5
Alpha 0.35
RenderStyle "translucent" 
-CLIENTSIDEONLY
States 
{
Spawn:
TNT1 A 0
DSHW N 1
stop
}
}  
  
actor DarkShield4SegmentRNG2Clientside : ProtoShieldFX
{
scale 2.5
Alpha 0.35
RenderStyle "translucent" 
-CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
DSHW O 1
stop
}
} 
 
actor DarkShield4SegmentRNG3Clientside : ProtoShieldFX
{
scale 2.5
Alpha 0.35
RenderStyle "translucent" 
-CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
DSHW P 1
stop
}
} 
