actor FlameBlastBoss : BaseMM8BDMWep_CBM
{
Tag "$TAGC_6C"
dropitem "FlameBlastWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoUse2 0
Weapon.AmmoGive 56
Obituary "$OB_FLAMEBURSTX"
Inventory.Pickupmessage "Hot Shit by Cardi B ft. Lil Durk & An Anonymous Chicago Rapper"
weapon.ammotype "FlameBossAmmo"
weapon.ammotype2 "FlameBossAmmo"
States
{
Spawn:
C_06 C 1
loop
Ready:
FLBU A 0 ACS_ExecuteAlways(998,0,DYE_FLAMEMAN)
FLBU A 0 A_JumpIfInventory("FlameBossAmmo",2,"Ready2")
FLBU A 4 A_WeaponReady(WRF_NOSECONDARY)//A_WeaponReady(WRF_NOFIRE)
FLBU A 0 A_GiveInventory("FlameBossAmmo_RC",1)
goto Ready+1
Ready2:
FLBU A 0 A_JumpIfInventory("FlameBossAmmo",56,"Ready3")
FLBU A 4 A_WeaponReady(WRF_NOSECONDARY)
FLBU A 0 A_GiveInventory("FlameBossAmmo_RC",1)
loop
Ready3:
FLBU A 1 A_WeaponReady
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FLBU A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FLBU A 1 A_Raise
Loop
Fire:
FLBU A 0 //A_JumpIfNoAmmo("NoAmmo")
FLBU A 0 A_PlaySoundEx("weapon/FlameBall","Weapon")
FLBU B 0 A_GiveInventory("FlamemanMain_CI",1)
FLBU B 1 OffSet(3,29)
FLBU B 2 OffSet(14,17)
FLBU C 1 OffSet(6,26)
FLBU C 1 OffSet(6,26)
FLBU C 1 OffSet(3,29)
FLBU A 14 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
FLBU A 0 A_Refire
goto Ready+1
AltFire:
FLBU A 0 A_JumpIfInventory("FlameBossAmmo",56,"FlameX")
goto Ready+1
FlameX:
FLBU A 0 A_GiveInventory("VivifyDelay8",1)
FLBU A 0 A_Refire(1)
FLBU A 2 Offset(-36,70) 
TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 1 Offset(-35,32)
FLBU D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
FLBU E 1
FLBU A 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLBU B 0 A_TakeInventory("FlameBossAmmo",56)
FLBU B 0 A_GiveInventory("FlameBurstCD",1)
FLBU B 0 A_GiveInventory("FlamemanAlt_CI",1)
FLBU FGFG 2
FLBU F 1 Offset(0,60)
FLBU F 1 Offset(0,120)
goto Ready+1 
NoAmmo:
FLBU A 0
//FLBU A 1
Goto Ready+1
}
}

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

actor FlameBurstCD : Powerup
{
Powerup.Duration 70
}

actor FlameBossAmmo_RC : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("FlameBurstCD",1,"No")
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"Pickup2")
TNT1 A 0 A_GiveInventory("FlameBossAmmo",1)
stop
Pickup2:
TNT1 A 0 A_GiveInventory("FlameBossAmmo",2)
stop
No:
TNT1 A 0
stop
}
}

actor FlameBall
{
Translation "198:198=227:227", "192:192=216:216"
PROJECTILE
Damage (16)
Obituary "$OB_FLAMEBLAST"
damagetype "FlameM_Shot"
Height 10
Radius 10
Scale 2.5
-NOGRAVITY
+BRIGHT
//Speed 40
gravity 0.5
Speed 45
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
FLAB MN 2
loop
//Death:
//TNT1 A 0 A_JumpIf(z-floorz==0,"Flame")
Crash:
XDeath:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
Stop
Death:
FLMB H 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
FLMB H 0 A_CheckFloor("Floor")
FLMB H 0 A_CheckCeiling("Ceiling")
FLMB H 0 A_JumpIf(CeilingZ-Z < 12, "Floor")
Goto Wall
Ceiling:
TNT1 A 0 A_SpawnItemEx("FlameStarterC",0,0,0,0,0,0,0,1)
Stop
Floor:
TNT1 A 0 A_SpawnItemEx("FlameStarter",0,0,0,0,0,0,0,1)
Stop
Wall:
FLAB H 0 A_SpawnItemEx("FlameWallPillarT",0,0,0,-22,0,0,0,1)
stop
FireCheckOnly:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,-16)
stop
}
}


actor FlameBallB : FlameBall{Translation "198:198=74:74", "192:192=205:205"}
actor FlameBallR : FlameBall{Translation "198:198=41:41", "192:192=171:171"}
actor FlameBallO : FlameBall{Translation "198:198=128:128", "192:192=104:104"}
actor FlameBallP : FlameBall{Translation "198:198=232:232", "192:192=229:229"}

actor FlameBallC : FlameBall
{
speed 0
gravity 1
Damage (20)
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
FLAB H 0 A_PlaySoundEx("weapon/flameballfall","Weapon")
SpawnLOOP:
JOSH B 1
loop
Death:
FLMB H 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
FLMB H 0 A_CheckFloor("Floor")
FLMB H 0 A_JumpIf(CeilingZ-Z < 12, "Floor")
Goto Wall
}
}

actor FlameStarterDropper
{
Translation "198:198=227:227", "192:192=216:216"
PROJECTILE
+NOINTERACTION
height 1
radius 1
Speed 0
Scale 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("FlameStarterX",0,30,0,0,0,0,-15,1)//30
TNT1 A 0 A_SpawnItemEx("FlameStarterX",0,20,0,0,0,0,-10,1)
TNT1 A 0 A_SpawnItemEx("FlameStarterX",0,10,0,0,0,0,-5,1)
TNT1 A 0 A_SpawnItemEx("FlameStarterX",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("FlameStarterX",0,-10,0,0,0,0,5,1)
TNT1 A 0 A_SpawnItemEx("FlameStarterX",0,-20,0,0,0,0,10,1)
TNT1 A 0 A_SpawnItemEx("FlameStarterX",0,-30,0,0,0,0,15,1)
stop
}
}

actor FlameStarterDropperB : FlameStarterDropper{Translation "198:198=74:74", "192:192=205:205"}
actor FlameStarterDropperR : FlameStarterDropper{Translation "198:198=41:41", "192:192=171:171"}
actor FlameStarterDropperO : FlameStarterDropper{Translation "198:198=128:128", "192:192=104:104"}
actor FlameStarterDropperP : FlameStarterDropper{Translation "198:198=232:232", "192:192=229:229"}

actor FlameStarterX
{
Obituary "$OB_FLAMEBURST"
damagetype "DMGNoHitstun"
PROJECTILE
+BRIGHT
+DONTBLAST
+RIPPER
+THRUACTORS
+FLOORHUGGER
+DONTREFLECT
+THRUGHOST
+HEXENBOUNCE
Bouncefactor 1.0
WallBouncefactor 1.0
BounceCount 7
Damage (0)
Speed 20
Height 48
Radius 8
scale 2.5
ReactionTime 10//15
States
{
Spawn:
FLAB DD 0
FLAB D 0 A_ChangeVelocity(20,0,0,3)
FLAB DEF 1 A_Explode(1,10,0,0,10)
FLAB D 0 A_CountDown
FLAB D 0 A_SpawnItemEx("FlameStarter2",0,0,0,0,0,0,0,1)
//FLAB D 0 A_SetAngle(angle+random(-7.5,7.5))
FLAB FED 1 A_Explode(1,10,0,0,10)
loop
Death:
FLAB D 0 A_SpawnItemEx("FlameStarter2",0,0,0,0,0,0,0,1)
stop
}
}

actor FlameStarter
{
PROJECTILE
+DONTBLAST
+STEPMISSILE
+NOEXPLODEFLOOR
-NOGRAVITY
+BRIGHT
maxstepheight 16
//renderstyle add
Damage (12)
Obituary "$OB_FLAMEBURST"
damagetype "FlameM_Pillar"
Height 48
Radius 8
Scale 2.5
Speed 0
States
{
Spawn:
FLAB D 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
FLAB D 0 A_SpawnItemEx("OilPitIgnite",0,0,0)
FLAB H 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 1 A_ChangeVelocity(0,0,0,1)
FLAB EFGHI 1
Spawn2:
FLAB HIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHI 1
FLAB H 0 A_GiveInventory("WeaponCharge",1)
FLAB H 0 A_JumpIfInventory("WeaponCharge",1,"SpawnEnd")
goto Spawn+3
SpawnEnd:
FLAB HIHGFED 1
stop
Death:
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("WaterWaveB",0,0,0,20,0,0,0,1)//A_CustomMissile("WaterWaveB",0,0,0,2,0)
TNT1 A 1
Stop
}
}

actor FlameStarter2 : FlameStarter
{
Damage(12)
Obituary "$OB_FLAMEBURST"
//renderstyle add
States
{
Spawn:
FLAB D 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
FLAB D 0 A_SpawnItemEx("OilPitIgnite",0,0,0)
FLAB H 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 1 A_ChangeVelocity(0,0,0,1)
FLAB EFGHI 1
Spawn2:
FLAB HIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHI 1
FLAB H 0 A_GiveInventory("WeaponCharge",1)
FLAB H 0 A_JumpIfInventory("WeaponCharge",1,"SpawnEnd")
goto Spawn+3
}
}

actor FlameStarterC : FlameStarter
{
PROJECTILE
+CEILINGHUGGER
+NOGRAVITY
States
{
Spawn:
FLAB D 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
FLAB D 0 A_SpawnItemEx("OilPitIgnite",0,0,0)
FLAB H 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB O 1 A_ChangeVelocity(0,0,0,1)
FLAB PQRST 1
Spawn2:
FLAB STSTSTSTSTSTSTSTSTSTSTSTSTSTST 1
FLAB H 0 A_GiveInventory("WeaponCharge",1)
FLAB H 0 A_JumpIfInventory("WeaponCharge",1,"SpawnEnd")
goto Spawn+3
SpawnEnd:
TNT1 A 0 A_SpawnItemEx("FlameBallC",0,0,0,0,0,0,0,1)
FLAB STSRQPO 1
stop
Death:
TNT1 A 0
stop
Continue:
TNT1 A 0 A_SpawnItemEx("WaterWaveB",0,0,0,20,0,0,0,1)//A_CustomMissile("WaterWaveB",0,0,0,2,0)
TNT1 A 1
Stop
}
}

actor FlameM_PillarProtect : PowerProtection
{
Powerup.Duration 5
DamageFactor "FlameM_Pillar", 0.34
}

actor FlameWallPillarT : FlameWallPillar
{
+DONTBLAST
Obituary "$OB_FLAMEBURSTX"
damagetype "FlameM_Pillar"
reactiontime 14//15
+BRIGHT
//renderstyle add
Damage(12)
Radius 6
states
{
Spawn:
TNT1 A 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
TNT1 A 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI",0,0,0,0,0,0,0,9,0)//SXF_ABSOLUTEMOMENTUM
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-2.0)
goto Spawn3
Spawn2:
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI",0,0,0,0,0,0,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
Spawn3:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ",0,0,0,momx/2,momy/2,momz/2,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK",0,0,0,0,0,0,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ",0,0,0,momx/2,momy/2,momz/2,0,9,0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK",0,0,0,0,0,0,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_CountDown
TNT1 A 0 A_ScaleVelocity(-1.0)
//goto Spawn2

TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI",0,0,0,momx/2,momy/2,momz/2,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ",0,0,0,0,0,0,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK",0,0,0,momx/2,momy/2,momz/2,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ",0,0,0,0,0,0,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK",0,0,0,momx/2,momy/2,momz/2,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK3",0,0,0,momx/4,momy/4,momz/4,0,9,0)
TNT1 A 1
TNT1 A 0 A_CountDown
TNT1 A 0 A_ScaleVelocity(-1.0)
goto Spawn2
}
}

actor FlameWallPillarFXI : BasicExplosion
{
//renderstyle add
+BRIGHT
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI2",0,0,0,0,0,0,0,1)
stop
}
}

actor FlameWallPillarFXI2 : BasicClientSide
{
//renderstyle add
+BRIGHT
states
{
Spawn:
FLAB J 0
FLAB J 1
stop
}
}

actor FlameWallPillarFXJ : BasicExplosion
{
//renderstyle add
+BRIGHT
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ2",0,0,0,0,0,0,0,1)
stop
}
}
actor FlameWallPillarFXJ2 : BasicClientSide
{
//renderstyle add
+BRIGHT
states
{
Spawn:
FLAB K 0
FLAB K 1
stop
}
}
actor FlameWallPillarFXJ3 : BasicExplosion
{
//renderstyle add
+BRIGHT
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ2",22,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ2",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ2",-22,0,0,0,0,0,0,1)
stop
}
}

actor FlameWallPillarFXK : BasicExplosion
{
//renderstyle add
+BRIGHT
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK2",0,0,0,0,0,0,0,1)
stop
}
}
actor FlameWallPillarFXK2 : BasicClientSide
{
//renderstyle add
+BRIGHT
states
{
Spawn:
FLAB L 0
FLAB L 1
stop
}
}
actor FlameWallPillarFXK3 : BasicExplosion
{
//renderstyle add
+BRIGHT
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK2",22,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK2",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK2",-22,0,0,0,0,0,0,1)
stop
}
}


actor FlamemanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameBall",0,1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameBallB",0,1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameBallR",0,1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameBallO",0,1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameBallP",0,1,-8,0)
goto Done
}
}

actor FlamemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropper",0,1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperB",0,1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperR",0,1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperO",0,1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperP",0,1,-8,0)
goto Done
}
}