actor NapalmBombBoss : BaseMM8BDMWep_CBM
{
Tag "$TAGC_5G"
dropitem "NapalmBombWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 360
Obituary "$OB_NAPALMBOMB"
weapon.ammotype "NapalmClassAmmo"
weapon.ammotype2 "NapalmMissileAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_05 G 1
loop
Ready:
NPAR A 0 ACS_ExecuteAlways(998,0,DYE_NAPALMMAN)
NBOH A 0 A_JumpIfInventory("IsBot",1,"ReadyCheck")
NPAR A 1 A_WeaponReady
NPAR A 0 A_GiveInventory("NapalmClassAmmo",3)
NPAR A 0 A_GiveInventory("NapalmMissileAmmo",1)
goto Ready+1
ReadyCheck:
NPAR A 1 A_WeaponReady
NPAR A 0 A_GiveInventory("NapalmClassAmmo",3)
NPAR A 0 A_GiveInventory("NapalmMissileAmmo",1)
goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NPAR A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NPAR A 1 A_Raise
Loop

Fire:
NBOH A 0 A_JumpIfInventory("OverHeaterAmmo",1,"ReloadEnd")
NPAR A 0 A_JumpIfInventory("NapalmClassAmmo",60,"ChargeStart")
goto Ready+1

ChargeStart:
NPAR A 2 A_GiveInventory("OverHeaterAmmo",1)
NPAR A 0 A_GiveInventory("Charge3SoundCounter",16)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,-20,60,0,0,3)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,20,60,0,0,3)
TNT1 A 0 A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 0 A_JumpIfInventory("OverHeaterAmmo",1,"Charge2a")
NPAR A 0 A_JumpIfInventory("Charge3SoundCounter",32,"NoiseMaker")
NPAR A 0 A_Refire("ChargeStart")
goto FireContinueCheck

Noisemaker:
NPAR A 0 A_GunFlash("Flash.Noise")
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR A 0 A_Refire("ChargeStart")
goto FireContinueCheck

Charge2a:
TNT1 A 0 A_PlaySoundEx("weapon/coilbounce1", "SoundSlot7")
TNT1 A 0 A_GiveInventory("NapalmChargeAmmo",1)
Charge2:
NPAR A 2 A_GiveInventory("OverHeaterAmmo",50)
NPAR A 0 A_GiveInventory("Charge3SoundCounter",16)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,-20,60,0,0,3)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,20,60,0,0,3)
TNT1 A 0 A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 0 A_JumpIfInventory("OverHeaterAmmo",600,"Charge3a")
NPAR A 0 A_JumpIfInventory("Charge3SoundCounter",32,"NoiseMaker2")
NPAR A 0 A_Refire("Charge2")
goto FireContinueCheck

Noisemaker2:
NPAR A 0 A_GunFlash("Flash.Noise")
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR A 0 A_Refire("Charge2")
goto FireContinueCheck

Charge3a:
TNT1 A 0 A_PlaySoundEx("weapon/coilbounce1", "SoundSlot7")
TNT1 A 0 A_GiveInventory("NapalmChargeAmmo",1)
Charge3:
NPAR A 2 Offset(0,45)A_GiveInventory("OverHeaterAmmo",50)
NPAR A 0 A_GiveInventory("Charge3SoundCounter",16)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,-20,60,0,0,3)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,20,60,0,0,3)
TNT1 A 0 A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 0 A_JumpIfInventory("OverHeaterAmmo",1200,"Charge4a")
NPAR A 0 A_JumpIfInventory("Charge3SoundCounter",32,"NoiseMaker3")
NPAR A 0 A_Refire("Charge3")
goto FireContinueCheck

Noisemaker3:
NPAR A 0 A_GunFlash("Flash.Noise")
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR A 0 A_Refire("Charge3")
goto FireContinueCheck

Charge4a:
TNT1 A 0 A_PlaySoundEx("weapon/coilbounce1", "SoundSlot7")
TNT1 A 0 A_GiveInventory("NapalmChargeAmmo",1)
Charge4:
//NPAR A 2 A_GiveInventory("OverHeaterAmmo",50)
NPAR A 2 Offset(0,60)A_GiveInventory("Charge3SoundCounter",16)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,-20,60,0,0,3)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,20,60,0,0,3)
TNT1 A 0 A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 0 A_JumpIfInventory("IsBot",1,"FireContinueCheck")
//NPAR A 0 A_JumpIfInventory("OverHeaterAmmo",1400,"Charge5a")
NPAR A 0 A_JumpIfInventory("Charge3SoundCounter",32,"NoiseMaker4")
NPAR A 0 A_Refire("Charge4")
goto FireContinueCheck

Noisemaker4:
NPAR A 0 A_GunFlash("Flash.Noise")
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR A 0 A_Refire("Charge4")
goto FireContinueCheck

Charge5a:
TNT1 A 0 A_PlaySoundEx("weapon/coilbounce1", "SoundSlot7")
TNT1 A 0 A_GiveInventory("NapalmChargeAmmo",1)
Charge5:
NPAR A 1 A_GiveInventory("Charge3SoundCounter",8)
NPAR A 0 A_JumpIfInventory("Charge3SoundCounter",32,"NoiseMaker5")
NPAR A 0 A_Refire("Charge5")
goto FireContinueCheck

Noisemaker5:
NPAR A 0 A_GunFlash("Flash.Noise")
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR A 0 A_Refire("Charge5")
goto FireContinueCheck

FireContinueCheck:
TNT1 A 0 A_JumpIfInventory("NapalmChargeAmmo",4,"Fire4")
TNT1 A 0 A_JumpIfInventory("NapalmChargeAmmo",3,"Fire3")
TNT1 A 0 A_JumpIfInventory("NapalmChargeAmmo",2,"Fire2")
//NBOH A 0 A_GiveInventory("OverHeating",1)
NBOH A 0 A_PlaySoundEx("weapon/coilfire2", "Weapon")
NBOH A 0 A_TakeInventory("NapalmClassAmmo",60)
//NBOH A 0 A_GiveInventory("OverHeaterAmmo",4)
//A_JumpIfInventory("NapalmClassFireFlag",1,"Fire2")
NBOH A 0 A_GiveInventory("NapalmmanMainCheck_CI",1)
NPAR A 0 A_TakeInventory("OverHeaterAmmo",1400)
NPAR A 0 A_TakeInventory("NapalmChargeAmmo",10)
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR BCHHHHHH 2
NPAR IJKL 2
NPAR A 1
goto Ready+1
Fire4:
//NBOH A 0 A_GiveInventory("OverHeating",1)
NBOH A 0 A_PlaySoundEx("weapon/coilfire2", "Weapon")
NBOH A 0 A_TakeInventory("NapalmClassAmmo",60)
//NBOH A 0 A_GiveInventory("OverHeaterAmmo",4)
//A_JumpIfInventory("NapalmClassFireFlag",1,"Fire2")
NBOH A 0 A_GiveInventory("NapalmmanMainCheck_CI",1)
NPAR A 0 A_TakeInventory("OverHeaterAmmo",1400)
NPAR A 0 A_TakeInventory("NapalmChargeAmmo",10)
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR BCHHHHHHHHHHHH 2
NPAR IJKL 2
NPAR A 1
goto Ready+1
Fire3:
//NBOH A 0 A_GiveInventory("OverHeating",1)
NBOH A 0 A_PlaySoundEx("weapon/coilfire2", "Weapon")
NBOH A 0 A_TakeInventory("NapalmClassAmmo",60)
//NBOH A 0 A_GiveInventory("OverHeaterAmmo",4)
//A_JumpIfInventory("NapalmClassFireFlag",1,"Fire2")
NBOH A 0 A_GiveInventory("NapalmmanMainCheck_CI",1)
NPAR A 0 A_TakeInventory("OverHeaterAmmo",1400)
NPAR A 0 A_TakeInventory("NapalmChargeAmmo",10)
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR BCHHHHHHHHH 2
NPAR IJKL 2
NPAR A 1
goto Ready+1
Fire2:
//NBOH A 0 A_GiveInventory("OverHeating",1)
NBOH A 0 A_PlaySoundEx("weapon/coilfire2", "Weapon")
NBOH A 0 A_TakeInventory("NapalmClassAmmo",60)
//NBOH A 0 A_GiveInventory("OverHeaterAmmo",4)
//A_JumpIfInventory("NapalmClassFireFlag",1,"Fire2")
NBOH A 0 A_GiveInventory("NapalmmanMainCheck_CI",1)
NPAR A 0 A_TakeInventory("OverHeaterAmmo",1400)
NPAR A 0 A_TakeInventory("NapalmChargeAmmo",10)
NPAR A 0 A_TakeInventory("Charge3SoundCounter",999)
NPAR BCHHHHHH 2
NPAR IJKL 2
NPAR A 1
goto Ready+1

/*CoolingDown:
NPAR A 1 A_WeaponReady(WRF_NOBOB)
NPAR A 0 A_GiveInventory("NapalmClassAmmo",1)
NBOH A 0 A_TakeInventory("OverHeaterAmmo",2)
NBOH A 0 Offset(0,50)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,-20,60,0,0,3)
TNT1 A 0 A_SpawnItemEx("UranusRageFX",10,20,60,0,0,3)
Goto FireEnd
Fire2:
NBOH A 0 A_GiveInventory("NapalmmanMain2_CI",1)
NBOH FG 2
NBOH HIA 1 A_TakeInventory("NapalmClassFireFlag",77)
NBOH AA 2 A_Refire("FireContinue")
Goto FireEnd*/

Altfire:
NBOH A 0 A_JumpIfInventory("OverHeaterAmmo",1,"ReloadEnd")
//NBOH A 0 A_TakeInventory("NapalmFireSlow")
NBOH A 0 A_JumpIfInventory("NapalmMissileAmmo",25,"MissileLaunch")
goto Ready+1
MissileLaunch:
NBOH A 0 SetPlayerProperty(0,1,0)
NBOH A 0 A_GiveInventory("NapalmClassAltfireFlag",1) //NEW
NPAR A 1 Offset(0,36)A_GunFlash
NPAR A 1 Offset(0,44)
NPAR A 1 Offset(0,52)
NPAR A 1 Offset(0,64)
MissileRepeat:
NBOH A 0 A_JumpIfInventory("NapalmMissileAmmo",25,1)
goto MissileEnd
NPAR A 0 A_GunFlash("Flash.LOOP")
NPAR A 0 A_TakeInventory("NapalmMissileAmmo",25)
NPAR A 0 A_PlaySoundEx("weapon/GrenadeShot","Weapon")
NPAR A 0 A_GiveInventory("NapalmmanAlt_CI",1)
NPAR A 0 A_SpawnItemEx("HardKnuckleFX",16,0,60)
NPAR A 9 Offset(0,64)
NPAR A 0 A_Refire("MissileRepeat")
MissileEnd:
NBOH A 0 A_TakeInventory("NapalmClassAltfireFlag",1)
NPAR A 1 Offset(0,52)
NPAR A 1 Offset(0,44)
NPAR A 1 Offset(0,36)
NPAR A 1 Offset(0,32)
NBOH A 0 SetPlayerProperty(0,0,0)
Goto Ready+1

Reload:
NBOH A 0 A_JumpIfInventory("OverHeaterAmmo",1,"ReloadEnd")
NPAR A 0 A_JumpIfInventory("NapalmClassAmmo",360,"ReloadEndForRealsiesLmao")
NPAR A 1 Offset(0,36)A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 1 Offset(0,44)A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 1 Offset(0,52)A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 1 Offset(0,64)A_GiveInventory("NapalmMissileAmmo",1)
NPAR AAAAA 1 Offset(0,64)A_GiveInventory("NapalmMissileAmmo",1)
Reloading:
NPAR A 1 A_JumpIfInventory("NapalmClassAmmo",360,"ReloadEnd")
NPAR A 0 Offset(0,64)A_GiveInventory("OverHeaterAmmo",1)
NPAR A 0 A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 0 Offset(0,64)A_JumpIfInventory("OverHeaterAmmo",10,"ReloadKaThunk")
NPAR A 0 A_JumpIfInventory("IsBot",1,"Reloading")
NPAR A 0 Offset(0,64)A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOSWITCH|WRF_NOBOB)
goto Reloading
ReloadKaThunk:
NPAR A 0 A_PlaySoundEx("weapon/BionicArm2","Body")
NPAR A 0 A_TakeInventory("OverHeaterAmmo",999)
NPAR A 0 A_GiveInventory("NapalmClassAmmo",60)
NPAR A 1 Offset(6,64)A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 1 Offset(-6,64)A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 1 Offset(2,64)A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 1 Offset(-2,64)A_GiveInventory("NapalmMissileAmmo",1)
NPAR A 1 Offset(0,64)A_GiveInventory("NapalmMissileAmmo",1)
goto Reloading
ReloadEnd:
NPAR A 0 A_TakeInventory("OverHeaterAmmo",999)
NPAR AA 1 Offset(0,52)A_GiveInventory("NapalmMissileAmmo",1)
NPAR AA 1 Offset(0,44)A_GiveInventory("NapalmMissileAmmo",1)
NPAR AA 1 Offset(0,36)A_GiveInventory("NapalmMissileAmmo",1)
NPAR AA 1 Offset(0,32)A_GiveInventory("NapalmMissileAmmo",1)
ReloadEndForRealsiesLmao:
NPAR A 1 A_WeaponReady(WRF_NOFIRE)
NPAR A 0 A_GiveInventory("NapalmMissileAmmo",1)
Goto Ready+1

Flash:
NPAR DEFG 1 A_JumpIfInventory("IsDead",1,"NoFlash")
NPAR GGGGGGG 2 A_JumpIfInventory("IsDead",1,"NoFlash")
stop
Flash.LOOP:
NPAR GGGGG 2 A_JumpIfInventory("IsDead",1,"NoFlash")
NPAR GFED 1 A_JumpIfInventory("IsDead",1,"NoFlash")
stop
Flash.Noise:
TNT1 A 0  A_PlaySound("weapon/darktread", CHAN_BODY , 0.7)
stop
/*Flash:
TNT1 A 1 A_JumpIfInventory("OverHeating",1,"Flash.Overheat")
loop
Flash.Overheat:
TNT1 A 1 A_GiveInventory("OverHeaterAmmo",3)
goto Flash*/
}
}

actor NapalmAltFireSlow : PowerSpeed
{
+POWERSPEED.NOTRAIL
Speed 0.25
}

actor NapalmMainSlow1 : PowerSpeed
{
+POWERSPEED.NOTRAIL
Speed 0.9
}

actor NapalmMainSlow2 : PowerSpeed
{
+POWERSPEED.NOTRAIL
Speed 0.8
}

actor NapalmMainSlow3 : PowerSpeed
{
+POWERSPEED.NOTRAIL
Speed 0.7
}

actor NapalmMainSlow4 : PowerSpeed
{
+POWERSPEED.NOTRAIL
Speed 0.0//get fucked
}

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

actor NapalmMissileAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 100
+INVENTORY.IGNORESKILL
}

actor OverHeaterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 1400
+INVENTORY.IGNORESKILL
}

actor NapalmChargeAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 3
+INVENTORY.IGNORESKILL
}

actor OverHeating : OnceC {}

actor OverheatHelper : BasicHelper
{
reactiontime 57
States
{
Spawn:
TNT1 A 5
TNT1 A 0 A_TakeFromTarget("OverHeaterAmmo",1)
TNT1 A 1 A_Countdown
loop
Death:
TNT1 A 1
stop
}
}

actor NapalmClassFireFlag : OnceC {}

actor NapalmClassAltfireFlag : OnceC {}

actor NapalmMissileClass
{
translation "199:199=41:41","202:202=210:210","192:192=4:4"
PROJECTILE
damagetype "NapalmM_Missile"
Obituary "$OB_NAPALMMISSILE"
Damage (2)
Radius 12
Height 12
Speed 36//30
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
NAPC M 0
NAPC M 0 A_PlaySoundEx("weapon/napalmmissilefly","Weapon")
NAPC MMMMMMMMMM 1 A_SpawnItemEx("BubProjFX",0,0,0,0,0,0,0,1)
loop
Death:
NAPC M 0 A_Stop
NAPC M 0 A_PlaySoundEx("weapon/napalmmissilehit", "Weapon")
NAPC M 0 A_Explode(18,128,0,0,32)
TNT1 A 0 A_SpawnItemEx("BasicBoom5FX_Y",0,0,0,0,0,0,0,1+32)
TNT1 A 35
stop
}
}

actor NapalmMissileClassB : NapalmMissileClass{translation "199:199=74:74","202:202=205:205","192:192=4:4"}
actor NapalmMissileClassR : NapalmMissileClass{translation "199:199=41:41","202:202=171:171","192:192=4:4"}
actor NapalmMissileClassO : NapalmMissileClass{translation "199:199=128:128","202:202=104:229","192:192=4:4"}
actor NapalmMissileClassP : NapalmMissileClass{translation "199:199=232:232","202:202=229:229","192:192=4:4"}

actor NapalmBombClass
{
PROJECTILE
Obituary "$OB_NAPALMBOMB"
translation "192:192=216:216","198:198=75:75","202:202=210:210"
damagetype "NapalmM_Bomb"
+USEBOUNCESTATE
-NOGRAVITY
+CANBOUNCEWATER
+HEXENBOUNCE
-ALLOWBOUNCEONACTORS
speed 25
Damage (0)//Damage (1)
Radius 11
Height 12
bouncefactor 0.6//0.6
wallbouncefactor 0.6
bouncecount 4
scale 2.5
States
{
Spawn:
NAPC A 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
NAPC A 0 ThrustThingZ(0,25,0,1)
SpawnLOOP:
NAPC ABCD 2
Goto SpawnLOOP
Bounce:
BOMB S 0 A_PlaySound("wep_L/SearchDiscBounce", CHAN_7 , 1.0)
goto SpawnLOOP
Death:
TN_B E 0 A_Stop
TN_B E 0 A_PlaySoundEx("weapon/napalm", "Weapon")
TN_B E 0 A_ChangeFlag("NOGRAVITY",1)
TN_B E 0 A_Explode(17,96,0,0,48)
TNT1 A 0 A_SpawnItemEx("BasicBoom5FX_Y",0,0,0,0,0,0,0,1+32)
TNT1 A 35
stop
}
}

actor NapalmBombClassB : NapalmBombClass{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor NapalmBombClassR : NapalmBombClass{translation "192:192=171:171","198:198=41:41","202:202=171:171"}
actor NapalmBombClassO : NapalmBombClass{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor NapalmBombClassP : NapalmBombClass{translation "192:192=229:229","198:198=232:232","202:202=229:229"}

actor NapalmBombClassTier2 : NapalmBombClass
{
speed 35
}

actor NapalmBombClassTier2B : NapalmBombClassTier2{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor NapalmBombClassTier2R : NapalmBombClassTier2{translation "192:192=171:171","198:198=41:41","202:202=171:171"}
actor NapalmBombClassTier2O : NapalmBombClassTier2{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor NapalmBombClassTier2P : NapalmBombClassTier2{translation "192:192=229:229","198:198=232:232","202:202=229:229"}

actor NapalmBombClassTier3 : NapalmBombClass
{
speed 45
}

actor NapalmBombClassTier3B : NapalmBombClassTier3{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor NapalmBombClassTier3R : NapalmBombClassTier3{translation "192:192=171:171","198:198=41:41","202:202=171:171"}
actor NapalmBombClassTier3O : NapalmBombClassTier3{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor NapalmBombClassTier3P : NapalmBombClassTier3{translation "192:192=229:229","198:198=232:232","202:202=229:229"}

actor NapalmmanMainCheck_CI : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("NapalmChargeAmmo",3,"Pickup3")
TNT1 A 0 A_JumpIfInventory("NapalmChargeAmmo",2,"Pickup2")
TNT1 A 0 A_GiveInventory("NapalmmanMain_CI")
stop
Pickup2:
TNT1 A 0 A_GiveInventory("NapalmmanMain2_CI")
stop
Pickup3:
TNT1 A 0 A_GiveInventory("NapalmmanMain3_CI")
stop
}
}

actor NapalmmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("NapalmBombClass",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClass",0,1,-16,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassB",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassB",0,1,-16,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassR",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassR",0,1,-16,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassO",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassO",0,1,-16,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassP",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassP",0,1,-16,0)
goto Done
}
}

actor NapalmmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2",0,1,-16,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2B",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2B",0,1,-16,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2R",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2R",0,1,-16,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2O",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2O",0,1,-16,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2P",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier2P",0,1,-16,0)
goto Done
}
}

actor NapalmmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3",0,1,-16,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3B",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3B",0,1,-16,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3R",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3R",0,1,-16,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3O",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3O",0,1,-16,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3P",0,1,16,0)
TNT1 A 0 A_FireCustomMissile("NapalmBombClassTier3P",0,1,-16,0)
goto Done
}
}

actor NapalmmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("NapalmMissileClass",0,0,0,32)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("NapalmMissileClassB",0,0,0,32)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("NapalmMissileClassR",0,0,0,32)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("NapalmMissileClassO",0,0,0,32)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("NapalmMissileClassP",0,0,0,32)
goto Done
}
}
