actor PlantBarrierBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_6E"
dropitem "PlantTrapperWepCDropped"
Weapon.AmmoGive 28
Obituary "$OB_PLANTBARRIER"
Inventory.Pickupmessage "Power up! Plant Barrier!"
weapon.ammotype "PsychedelicAmmo"
weapon.ammotype2 "PlantmanHealAmmo"
weapon.ammouse 1
Weapon.AmmoUse2 1
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_06 E 1
loop
Ready:
PBUS A 0 ACS_ExecuteAlways(998,0,DYE_PLANTMAN)
PBUS A 0 A_GunFlash
Ready2:
PBUS A 0 A_JumpIfInventory("PsychedelicAmmo",7,"Ready2b")
PBUS A 0 A_JumpIfInventory("PlantmanHealAmmo",1,"Ready3")
PBUS A 3 A_WeaponReady(WRF_NOSECONDARY)
PBUS A 0 A_GiveInventory("PsychedelicAmmo",1)
loop
Ready2b:
PBUS A 0 A_JumpIfInventory("PlantmanHealAmmo",1,"Ready3b")
PBUS A 3 A_WeaponReady
PBUS A 0 A_GiveInventory("PsychedelicAmmo",1)
loop
Ready3:
PBUS A 0 A_JumpIfInventory("PsychedelicAmmo",7,"Ready3b")
PBUS A 3 A_WeaponReady(WRF_AllowReload|WRF_NOSECONDARY)
PBUS A 0 A_GiveInventory("PsychedelicAmmo",1)
loop
Ready3b:
PBUS A 3 A_WeaponReady(WRF_AllowReload)
PBUS A 0 A_GiveInventory("PsychedelicAmmo",1)
loop
Deselect:
PBUS A 0 A_JumpIfInventory("ShieldCheck",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
PBUS A 1 A_Lower
Goto Deselect+1
PBUS A 0 A_TakeInventory("PlantDrainPower",99)
PBUS A 0 A_TakeInventory("ShieldCheck",99)
PBUS A 0 //A_FireCustomMissile("",0,0,0,0)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
Goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
PBUS A 1 A_Raise
Loop
Fire:
PBUS A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldWhip")
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("FireLa")
goto FireEnd
FireLa:
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain2_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("FireLb")
goto FireEnd
FireLb:
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain3_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("FireRa")
goto FireEnd
FireRa:
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain2_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("FireRb")
goto FireEnd
FireRb:
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("FireRc")
goto FireEnd
FireRc:
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain4_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("FireRd")
goto FireEnd
FireRd:
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain5_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("FireLc")
goto FireEnd
FireLc:
//PBUS A 0 A_JumpIfNoAmmo("NoAmmo")
PBUS A 0 A_PlaySoundEx("weapon/plantbustershot","Weapon")
PBUS A 0 A_GiveInventory("PlantmanMain4_CI",1)
PBUS B 1 Offset(9, 45)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS B 1 Offset(10, 46)
PBUS B 1 Offset(5, 41)A_JumpIfInventory("PowerRage_ST",1,1)
PBUS A 1 Offset(2, 37)
PBUS A 0 A_Refire("Fire")
goto FireEnd
FireEnd:
PBUS A 15 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWRELOAD)
goto Ready2

ShieldWhip:
PBUS E 0 ACS_NamedExecuteWithResult("BULL_SetState",1)
TNT1 A 0 A_TakeInventory("PsychedelicAmmo",4)
PBUS E 0 A_JumpIfInventory("OnceC",1,"ShieldWhip2")
PBUS E 0 A_GiveInventory("OnceC",1)
PBUS E 0 A_PlaySoundEx("weapon/plantvinewhip","Weapon")
PBUS E 0 A_GiveInventory("PlantmanShieldMain_CI",1)
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
//PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)
PBUS I 1 offset(0,40)
PBUS G 1 offset(0,50)
PBUS EDDDDD 1 offset(0,60)
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
//PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)
PBUS DDDDDDDD 1 offset(0,60)
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
//PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)
PBUS DDEE 1 offset(0,60)
PBUS F 1 offset(0,55)
PBUS G 1 offset(0,50)
PBUS H 1 offset(0,45)
PBUS I 1 offset(0,40)
PBUS D 0 A_JumpIfInventory("PsychedelicAmmo",1,1)//A_JumpIfNoAmmo("ShieldThrow")
goto ShieldThrow
PBUS E 0 
goto Shield

ShieldWhip2:
PBUS E 0 A_TakeInventory("OnceC",1)
PBUS E 0 A_PlaySoundEx("weapon/plantvinewhip","Weapon")
PBUS E 0 A_GiveInventory("PlantmanShieldMain2_CI",1)
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
//PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)
PBUS I 1 offset(0,40)
PBUS G 1 offset(0,50)
PBUS EDDDDD 1 offset(0,60)
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
//PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)
PBUS DDDDDDDD 1 offset(0,60)
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
//PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)
PBUS DDEE 1 offset(0,60)
PBUS F 1 offset(0,55)
PBUS G 1 offset(0,50)
PBUS H 1 offset(0,45)
PBUS I 1 offset(0,40)
PBUS D 0 A_JumpIfInventory("PsychedelicAmmo",1,1)//A_JumpIfNoAmmo("ShieldThrow")
goto ShieldThrow
PBUS E 0 
goto Shield

AltFire:
PBUS A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
PBUS A 0 A_PlaySoundEx("weapon/blizzboss","Weapon")
PBUS A 0 A_GiveInventory("ShieldCheck",1)
PBUS A 0 A_Refire(1)
PBUS A 1 offset(0,38)
goto ShieldActive
ShieldActive:
PBUS A 0 A_SpawnItemEx("PlantmanShieldWarper",0,0,28,0,0,0,0,1,0)
PBUS A 0 A_JumpIfInventory("PowerRage_ST",1,"ShieldActiveR")
PBUS ACDEFGHI 1
PBUS D 0 A_JumpIfInventory("PsychedelicAmmo",1,1)//A_JumpIfNoAmmo("ShieldThrow")
goto ShieldThrow
ShieldReady:
PBUS E 0 A_WeaponReady
Goto Shield
ShieldActiveR:
PBUS ADFH 1
PBUS D 0 A_JumpIfInventory("PsychedelicAmmo",1,1)//A_JumpIfNoAmmo("ShieldThrow")
goto ShieldThrow
ShieldReadyR:
PBUS E 0 A_WeaponReady
Goto Shield
Shield:
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)

PBUS I 8 A_WeaponReady

PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)

PBUS I 8 A_WeaponReady
PBUS D 0 A_JumpIfInventory("PsychedelicAmmo",1,1)//A_JumpIfNoAmmo("ShieldThrow")
goto ShieldThrow
PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)

PBUS I 8 A_WeaponReady

PBUS E 0 A_GiveInventory("PlantDrainPower",1)
PBUS E 0 A_FireCustomMissile("PlantDrainer1",0,0,0,0)
PBUS E 0 A_FireCustomMissile("PlantDrainer2",0,0,0,0)
PBUS E 0 A_GiveInventory("PlantmanOther_CI",1)

PBUS I 8 A_WeaponReady

PBUS D 0 A_JumpIfInventory("PsychedelicAmmo",1,1)//A_JumpIfNoAmmo("ShieldThrow")
goto ShieldThrow
PBUS D 0
loop

ShieldThrow:
PBUS E 0 ACS_NamedExecuteWithResult("BULL_SetState",1)
PBUS A 0 A_PlaySoundEx("weapon/plantbarrierfire","Weapon")
PBUS E 0 A_TakeInventory("ShieldCheck",999)
PBUS E 0 A_GiveInventory("PlantmanAlt_CI",1)
PBUS E 0 A_JumpIfInventory("PowerRage_ST",1,"ShieldThrowR")
PBUS IHGFEJKLLLLLLLLLLKKJJMM 1 
goto ShieldThrowEnd
ShieldThrowR:
PBUS IGEKLLLLLKJM 1 
goto ShieldThrowEnd
ShieldThrowEnd:
PBUS A 8 A_WeaponReady(12)
PBUS A 0 A_TakeInventory("PlantDrainPower",1)
goto Ready2

NoAmmo:
PBUS A 0
goto Ready2
Flash:
TNT1 A 1 A_JumpIfInventory("ShieldCheck",1,"ShieldDrain")
PBUS A 0 A_TakeInventory("PlantPower",1)
PBUS A 0 A_TakeInventory("PlantSpeed",1)
PBUS A 0 A_TakeInventory("GuardUpFlag",1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
//TNT1 A 0 A_GiveInventory("Regen",1)
loop
NoFlash:
TNT1 A 0
stop
ShieldDrain:
PBUS A 0 A_GiveInventory("PlantPower",1)
PBUS A 0 A_GiveInventory("PlantSpeed",1)
PBUS A 0 A_GiveInventory("GuardUpFlag",1)
PBUS A 0 A_PlaySoundEx("weapon/plantbarrierloop","Body")
TNT1 A 16
PBUS E 0 A_TakeInventory("PsychedelicAmmo",2)
goto Flash

Reload:
PBUS A 1 offset(0,44)
PBUS A 0 A_PlaySoundEx("weapon/blizzboss","Weapon")
PBUS A 1 offset(0,58)
PBUS D 1 offset(0,74)
PBUS E 1 offset(0,92)
PBUS F 1 offset(0,80)
PBUS E 1 offset(0,66)
PBUS J 1 offset(0,52)
PBUS K 1 offset(0,40)

PBUS K 6 offset(0,46) A_SpawnItemEx("PlantmanHealingPot", 48, 0, 32, 0, 0, 0, 0, 1)
PBUS K 1 offset(0,62)
PBUS K 1 offset(0,78)
PBUS K 1 offset(0,94)
PBUS M 1 offset(0,110)
PBUS A 1 offset(0,98)
PBUS A 1 offset(0,90)
PBUS A 1 offset(0,80)
PBUS A 1 offset(0,70)
PBUS A 1 offset(0,58)
PBUS A 1 offset(0,46)
goto Ready2
}
}

actor PlantBarrierTag : Once {}
actor ICOMMANDYOUTOSTOP : Powerup
{
inventory.maxamount 1
powerup.duration 2
}

actor PotStopperFlag : Powerup//(hes baby keem)
{
powerup.duration 10
}

actor PinkPlantiesFlag : Powerup//(hes baby keem)
{
powerup.duration 12
}

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

actor PlantmanHealAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 112
+INVENTORY.IGNORESKILL
}

actor PlantPower : BasePowerPro
{
damagefactor "Normal", 0.8
}

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

actor PlantBarrierUseItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "PLANTSI"
scale 2.0
inventory.pickupmessage "AMFEELINGFINE HOWBOYTYOU?"
Tag "$TAGC_6E2"
+INVBAR
states
{
Spawn:
DIVA X 1
loop
Use:
TNT1 A 0 A_PlaySoundEx("item/ItemUseMM9","SoundSlot6")
TNT1 A 0 A_GiveInventory("ICOMMANDYOUTOSTOP",1)
fail
}
}

actor PlantmanShieldWarper : ShieldWarper_CBM
{
+NOTIMEFREEZE
States
{
Shield:
Y_6E A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,"ShieldR1")
Y_6E ABCDEFGH 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
Y_6E A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,"ShieldR2")
Y_6E IJKLMNOP 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
Y_6E A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,"ShieldR3")
Y_6E QRSTUVWX 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
Y_6E A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,"ShieldR4")
Y_6E YZ 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
Y_6F EFGHIJ 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
loop
ShieldR1:
Y_6E ACEG 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
goto Shield+9
ShieldR2:
Y_6E IKMO 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
goto Shield+18
ShieldR3:
Y_6E QSUW 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
goto Shield+27
ShieldR4:
Y_6E Y 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
Y_6F EGI 1 A_Warp(AAPTR_TARGET,0,0,28,0,24)
goto Shield
}
}

actor PlantShield
{
Translation "199:199=41:41", "202:202=248:248", "198:198=41:41", "202:202=248:248"
PROJECTILE
+HITTRACER
+FORCEALLYCOLLISION
Obituary "$OB_PLANTBARRIER"
Damagetype "PlantM_Barrier"
Damage (8)
Speed 20
Radius 16
Height 16
scale 2.5
var int user_t; //Poison hit times
var int user_t2; //Delay between hits
Mass 0
States
{
Spawn:
TNT1 A 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32)
Y_6E ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
Y_6F EFGHIJ 1
goto SpawnLOOP+2

XDeath:Crash:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("cbm_istracerplayer")==0,"SDeathX")
TNT1 A 0 Thing_ChangeTID(0,0)
TNT1 A 0 A_Warp(AAPTR_Tracer,0,0,32,0,WARPF_NoCheckPosition,"Warped")
stop
Warped:
PBUS A 0 A_PlaySoundEx("weapon/plantbarrierhit","Body")
TNT1 A 0 A_JumpIf(CallACS("BULL_CheckTeams") == 1, "HealStart")
TNT1 A 0 A_JumpIfInventory("PlantBarrierTag",1,"SDeath",AAPTR_Tracer)
TNT1 A 0 A_SetUserVar("user_t",4)
TNT1 A 0 A_GiveInventory("PlantBarrierTag",1,AAPTR_Tracer)
TNT1 A 0 A_CheckFlag(DONTDRAIN, "SDeath", AAPTR_Tracer)
goto Attac

HealStart:
TNT1 A 0 A_JumpIfInventory("PlantBarrierTag",1,"SDeath",AAPTR_Tracer)
TNT1 A 0 A_GiveInventory("PlantBarrierTag",1,AAPTR_Tracer)
HealPPL:
TNT1 A 0 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,2)
TNT1 A 0 A_JumpIfInTargetInventory("PlantmanHealAmmo",2,3)
TNT1 A 0 A_TakeInventory("PlantBarrierTag",1,0,AAPTR_Tracer)
stop
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 0 A_JumpIf(CallACS("BULL_CheckFor",AAPTR_Tracer,1) == CallACS("BULL_CheckFor",AAPTR_Tracer,2), "SDeathY")

TNT1 A 0 A_TakeFromTarget("PlantmanHealAmmo",2)
TNT1 A 0 A_GiveInventory("Health",1,AAPTR_Tracer)
TNT1 AAAA 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
TNT1 A 0 A_GiveInventory("PlantBarrierFXSpawnerP",1,AAPTR_Tracer)
TNT1 A 0 A_GiveInventory("Health",1,AAPTR_Tracer)
TNT1 AAAA 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
TNT1 A 1 A_GiveInventory("PlantBarrierFXSpawnerP",1,AAPTR_Tracer)
TNT1 A 0 A_Warp(AAPTR_Tracer,0,0,32,0,WARPF_NoCheckPosition)
loop

Attac:
TNT1 A 0 A_SetUserVar("user_t2",10)
PBUS A 0 A_PlaySoundEx("weapon/plantbarrierhit","Body")
TNT1 A 0 A_SpawnItemEx("PlatHealingOrb",0,0,0,30,0,30,random(150,210),1)
TNT1 A 0 A_Explode(3,2,0,0,2)

PetalLoop:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 1
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 1
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 1
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 1
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 1
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 1
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeathX")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"SDeath")
TNT1 A 1

TNT1 A 0 A_Warp(AAPTR_Tracer,0,0,0,0,WARPF_NoCheckPosition)
TNT1 A 0 A_GiveInventory("PlantBarrierFXSpawnerP",1,AAPTR_Tracer)
TNT1 A 0 A_SetUserVar("user_t2",user_t2 - 1)
TNT1 A 0 A_JumpIf(user_t2 > 0, "PetalLoop")

TNT1 A 0 A_SetUserVar("user_t",user_t-1)
TNT1 A 0 A_JumpIf(user_t > 0, "Attac")
TNT1 A 0 A_TakeInventory("PlantBarrierTag",1,0,AAPTR_Tracer)
stop

SDeathX:
TNT1 A 0 A_TakeInventory("PlantBarrierTag",1,0,AAPTR_Tracer)
TNT1 A 0 Thing_Remove(ACS_ExecuteWithResult(257,0)+6000)
SDeath:
TNT1 A 0
stop
SDeathY:
TNT1 A 0 A_GiveInventory("PlantBarrierMaxHealP",1,AAPTR_Tracer)
stop
}
}

actor PlantmanHealingPot : PlantShield
{
Translation "129:192=217:217", "198:198=41:41"
//"0:0=0:0", "217:217=192:192", "41:41=198:198"
Obituary "$OB_PLANTPOT"
+BOUNCEONWALLS
+CANBOUNCEWATER
+STEPMISSILE
+DONTREFLECT
-NOGRAVITY
+NOEXPLODEFLOOR
maxstepheight 900
Scale 2.5
ReactionTime 10
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
PHPO A 0
PHPO A 0 A_CheckCeiling("SDeathX")
PHPO A 1 A_CheckFloor("Spawn2")
loop
Spawn2:
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO A 0 A_PlaySoundEx("weapon/planthealpot","Weapon")
PHPO AAAAAAAAAA 0 A_SpawnItemEx("PlantPetal2",32,0,random(2,24),random(3,7),0,random(-8,8),frandom(0,360),SXF_TransferTranslation)
PHPO BBBBAAA 1 A_GiveToTarget("PotStopperFlag",1)
PHPO A 1 A_TakeFromTarget("PotStopperFlag",1)
FloorC:
PHPO AAAAA 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO AABBB 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO BBBBA 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO AAA 0 A_SpawnItemEx("PlantHealPotFX",48,0,24+random(-8,8),0,0,0,frandom(0,360),1)
PHPO AAAAA 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO ABBBB 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO BBBAA 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO AAA 0 A_SpawnItemEx("PlantHealPotFX",48,0,24+random(-8,8),0,0,0,frandom(0,360),1)
PHPO AAAAA 1 A_JumpIfInTargetInventory("ICOMMANDYOUTOSTOP",1,"SDeathX")
PHPO A 0 A_JumpIfInTargetInventory("PotStopperFlag",1,"SDeathX")
PHPO AAA 0 A_SpawnItemEx("PlantHealPotFX",48,0,24+random(-8,8),0,0,0,frandom(0,360),1)
PHPO A 0 A_CountDown
loop

Death:
TNT1 A 0
stop
}
}

actor PlantShieldB : PlantShield{ translation "202:202=205:205", "199:199=74:74", "192:192=205:205", "198:198=74:74"}
actor PlantShieldR : PlantShield{ translation "202:202=171:171", "199:199=41:41", "192:192=171:171", "198:198=41:41"}
actor PlantShieldO : PlantShield{ translation "202:202=104:104", "199:199=128:128", "192:192=104:104", "198:198=128:128"}
actor PlantShieldP : PlantShield{ translation "202:202=229:229", "199:199=232:232", "192:192=229:229", "198:198=232:232"}

actor PlantPetal : BasicClientside {
	Renderstyle Translucent
	Alpha 0.85
	States
	{
		Spawn:
		TNT1 A 0
		PLPT A 1
		stop
	}
}

actor PlantPetal2 : PlantPetal
{
	+NOINTERACTION
	Alpha 1.0
	Scale 2.5
	States
	{
		Spawn:
		TNT1 A 0
		PLPT A 2 A_Fadeout
		loop
	}
}

actor PlantBarrierFXSpawnerP : CustomInventory
{
	States
	{
		Pickup:
			TNT1 A 0 A_SpawnItemEx("PlantPetal2",32,0,random(2,48),0,0,0,frandom(0,360),SXF_TransferTranslation)
			stop
	}
}

actor PlantBarrierMaxHealP : CustomInventory
{
	States
	{
		Pickup:
			TNT1 A 0 A_TakeInventory("PlantBarrierTag",99)
			TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PlantPetal2",32,0,random(2,48),random(6,14),0,random(-16,16),frandom(0,360),SXF_TransferTranslation)
			stop
	}
}

actor PlantHealPotFX : BasicClientSide //RollHealingThingCopy
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(64,"Spawn3")
TNT1 A 0 A_Jump(128,"Spawn2")
goto Spawn1
Spawn1:
X_0C AAABBB 1 A_FadeOut(0.05)
loop
Spawn2:
X_0C CCCDDD 1 A_FadeOut(0.05)
loop
Spawn3:
X_0C EEEFFF 1 A_FadeOut(0.05)
loop
}
}

actor PlatHealingOrb// : Merc_GrabBusterChase
{
PROJECTILE
+SEEKERMISSILE
+DONTBLAST
+DONTREFLECT
+NOINTERACTION
renderstyle translucent
alpha 0.8
reactiontime 135
speed 50
scale 1.5
states
{
Spawn:
PLPT A 0
PLPT A 0 A_RearrangePointers(0,0,AAPTR_TARGET)
PLPT A 0 A_SetPitch(30)//momz
goto SpawnSlow+2
SpawnSlow:
PLPT A 0 A_JumpIf(Args[4]>=9,"SpawnSpeedStart")
PLPT A 0 A_JumpIfCloser(64,"Death")
PLPT A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"No")
PLPT A 0 A_SetArg(4,Args[4]+1)
PLPT A 0 A_SpawnItemEx("PlantPetal2",0,0,0,0,0,0,0,1)
PLPT A 0 A_FaceTracer(5,2)
PLPT A 1 A_ChangeVelocity(20-3*Args[4],0,sin(pitch)*(20-3*Args[4]),3)//momz*(1-Args[4]*0.05),3)
PLPT A 0 A_FaceTracer(5,2)
PLPT A 1 A_ChangeVelocity(20-3*Args[4],0,sin(pitch)*(20-3*Args[4]),3)
loop
SpawnSpeedStart:
PLPT A 0 A_JumpIfCloser(64,"Death")
PLPT A 0 A_SpawnItemEx("PlantPetal2",0,0,0,0,0,0,0,1)
PLPT A 0 A_FaceTracer(6,3)
PLPT A 1 A_ChangeVelocity(8,0,sin(pitch)*8,3)
PLPT A 0 A_FaceTracer(6,3)
PLPT A 1 A_ChangeVelocity(8,0,sin(pitch)*8,3)
goto SpawnSpeed
SpawnSpeed:
PLPT A 0 A_JumpIf(Args[3]>=16,"SpawnL")
PLPT A 0 A_JumpIfCloser(64,"Death")
PLPT A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"No")
PLPT A 0 A_SetArg(3,Args[3]+1)
PLPT A 0 A_SpawnItemEx("PlantPetal2",0,0,0,0,0,0,0,1)
PLPT A 0 A_FaceTracer(6,3)
PLPT A 1 A_ChangeVelocity(3+3*Args[3],0,sin(pitch)*(3+3*Args[3]),3)
PLPT A 0 A_JumpIfCloser(64,"Death")
PLPT A 0 A_FaceTracer(6,3)
PLPT A 1 A_ChangeVelocity(3+3*Args[3],0,sin(pitch)*(3+3*Args[3]),3)
loop

SpawnL:
PLPT A 0 A_JumpIfCloser(64,"Death")
PLPT A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"No")
PLPT A 0 A_CountDown
PLPT A 0 A_SpawnItemEx("PlantPetal2",0,0,0,0,0,0,0,1)
PLPT A 0 A_FaceTracer(90,90)
PLPT A 1 A_ChangeVelocity(50,0,sin(pitch)*50,3)
PLPT A 0 A_JumpIfCloser(64,"Death")
PLPT A 0 A_FaceTracer(90,90)
PLPT A 1 A_ChangeVelocity(50,0,sin(pitch)*50,3)
loop
Death:
TNT1 A 0 A_PlaySoundEx("item/JunkPick","Weapon")
TNT1 A 3 A_GiveToTarget("PlantmanHealAmmoHelperX")//A_GiveToTarget("Health",4)
stop
No:
TNT1 A 0
stop
}
}


actor PlantShot
{
Translation"192:192=59:59","198:198=60:60"
PROJECTILE
-NOGRAVITY
+HITTRACER
damagetype "PlantM_Shot"
Obituary "$OB_PLANTGUN"
Speed 48
Damage (5)
radius 5
height 5
scale 2.5
gravity 0.75
wallbouncefactor 0.5
+BOUNCEONWALLS
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
TNT1 A 0 ThrustThingZ(0,6,0,1)
SpawnLOOP:
PLLE ABCD 2
loop
XDeath:
Crash:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("cbm_istracerenemy")==1,"Give")
Goto Death
Give:
TNT1 A 0 A_GiveToTarget("PlantSapHelper",1)
TNT1 A 0 A_JumpIfInTargetInventory("PlantmanHealAmmo",28,"Death")
PBUS A 0 A_PlaySoundEx("weapon/plantleechseed","Weapon")
Death:
TNT1 A 6
stop
}
}

actor PlantShotB : PlantShot{Translation "198:198=74:74", "192:192=205:205"}
actor PlantShotR : PlantShot{Translation "198:198=41:41", "192:192=171:171"}
actor PlantShotO : PlantShot{Translation "198:198=128:128", "192:192=104:104"}
actor PlantShotP : PlantShot{Translation "198:198=232:232", "192:192=229:229"}

actor PlantSapHelper : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("PlantmanHealAmmo",28,"Death")
TNT1 A 0 A_GiveInventory("PlantmanHealAmmo",1)
stop
Death:
TNT1 A 0
stop
}
}

actor PlantVineWhip
{
Translation "198:198=111:111","192:192=104:104"
PROJECTILE
+HITTRACER
+FORCEXYBILLBOARD
damagetype "PlantM_Vine"
Obituary "$OB_PLANTWHIP"
Speed 35
Damage (8)
radius 10
height 10
scale 2.5
reactiontime 16
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
PLVN D 1 A_SpawnItemEx("PlantVineWhipFX",0,0,0,0,0,0,0,1)
PLVN D 0 A_Countdown
loop
XDeath:
Crash:
PLVN F 0 A_ChangeFlag("NOINTERACTION",1)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("cbm_istracerenemy")==1,"Check")
Goto Death
Check:
TNT1 A 0 A_JumpIfInventory("PinkPlantiesFlag",1,"Death",AAPTR_TRACER)//(she's HOT.)
PBUS A 0 A_PlaySoundEx("weapon/plantvinehit","Body")
LikeToSpike:
PLVN F 0 A_GiveInventory("PinkPlantiesFlag",1,AAPTR_TRACER)//(we are not the wayans)
PLVN FFFFFFFFFF 1 A_Warp(AAPTR_TRACER,0,0,16,180,0)
TNT1 A 0 A_JumpIfInventory("CutterFlag",14,"SDeath")
PBUS A 0 A_PlaySoundEx("weapon/plantvinewrap","Body")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TRACER_OOC)==0,"Death")
TNT1 A 0 A_SpawnItemEx("PlantM_TrapperTrap",0,0,0,0,0,0,0,1)
TNT1 A 0 A_GiveInventory("CutterFlag",1)
loop
Death:
TNT1 A 1 A_SpawnItemEx("PlantVineWhipDeathFX",0,0,0,0,0,0,0,1)
SDeath:
TNT1 A 0
stop
}
}

actor PlantVineWhipB : PlantVineWhip{Translation "198:198=74:74", "192:192=205:205"}
actor PlantVineWhipR : PlantVineWhip{Translation "198:198=41:41", "192:192=171:171"}
actor PlantVineWhipO : PlantVineWhip{Translation "198:198=128:128", "192:192=104:104"}
actor PlantVineWhipP : PlantVineWhip{Translation "198:198=232:232", "192:192=229:229"}

actor PlantM_TrapperTrap
{
PROJECTILE
damagetype "PlantTrapper2"
Obituary "$OB_PLANTTRAPPER"
+DONTBLAST
+DONTREFLECT
+THRUACTORS
+HITTRACER
ReactionTime 1
damage (5)
radius 32
height 32
scale 1.8
states
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_ChangeFlag("FLOORHUGGER",1)
PLVN IH 15
PLVN G 5
PLVN G 70 A_ChangeFlag("THRUACTORS",0)
PLVN G 1 A_CountDown
wait
Death:
Fade:
PLVN GGGHHHIII 1 A_FadeOut(0.1)
stop
XDeath:
Crash:
PLVN R 0 A_JumpIf(ACS_NamedExecutewithResult("cbm_istracerally")==1, "Fade")
PLVN R 0 //A_PlaySoundEx("weapon/slashclawhit","Weapon")
PLVN I 35 A_GiveInventory("PlantTrapSlow",1,AAPTR_TRACER)
PLVN IIIIIIII 1 A_FadeOut(0.15)
stop
}
}

actor PlantVineWhipFX : PlantVineWhip
{
+NOINTERACTION
+SEEKERMISSILE
speed 35
reactiontime 87
States
{
Spawn:
TNT1 AA 0
TNT1 A 1
RCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
RCTC A 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
RCTC A 0 A_FaceTarget
TNT1 A 0 A_Jump(128,"Spawn2")
Spawn1:
PLVN B 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(32,"Death")
TNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Spawn2:
PLVN C 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(32,"Death")
TNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Death:
TNT1 A 0
stop
}
}

actor PlantVineWhipDeathFX : PlantVineWhipFX
{
States
{
Spawn:
TNT1 AA 0
TNT1 A 2
RCTC A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
RCTC A 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
RCTC A 0 A_FaceTarget
Spawn1:
TNT1 A 0 A_JumpIfCloser(16,"Death")
TNT1 AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
PLVN E 1 A_CountDown
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Death:
TNT1 A 0
stop
}
}

actor PlantDrainer1 : BasicExplosion
{
Damagetype "PlantM_Barrier"
Obituary "$OB_PLANTDRAIN"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(4,128,0,0,96)
stop
}
}

actor PlantDrainer2 : BasicExplosion
{
Damagetype "PlantM_Barrier"
Obituary "$OB_PLANTDRAIN"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(7,128,0,0,20)
stop
}
}

actor Healing : Health
{
inventory.amount 5
inventory.maxamount 100
}

actor Regen : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)||ACS_ExecuteWithResult(975,2)==2,"Death")
TNT1 A 0 HealThing(1)
stop
Death:
TNT1 A 1
stop
}
}

actor LMSRegen : Regen
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,"Pickup2")
goto Pickup3
Pickup2:
TNT1 A 0 A_JumpIf(!(health>0),"No")
TNT1 A 0 HealThing(1)
stop
Pickup3:
TNT1 A 0 A_JumpIf(!(health>0),"No")
TNT1 A 0 HealThing(2)
stop
No:
TNT1 A 0
stop
}
}

actor PlantmanHealAmmoHelper : Regen
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(Health == 90,"Pickup2")
stop
Pickup2:
TNT1 A 0 A_GiveInventory("PlantmanHealAmmo",2)
stop
Death:
TNT1 A 1
stop
}
}

actor PlantmanHealAmmoHelperX : Regen
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(Health == 90,"Pickup2")
TNT1 A 0 HealThing(3)
stop
Pickup2:
TNT1 A 0 A_GiveInventory("PlantmanHealAmmo",2)
stop
Death:
TNT1 A 1
stop
}
}

actor TeamRegen : CustomInventory
{
States
{
Pickup2:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,"No")
TNT1 A 0 A_JumpIf(!(health>0),"No")
TNT1 A 0 HealThing(2)
stop
Pickup3:
TNT1 A 0 A_JumpIf(!(health>0),"No")
TNT1 A 0 HealThing(2)
stop
No:
TNT1 A 1
stop
}
}

actor TeamRegenNoLMS_B : TeamRegen
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==0,"Pickup2")
stop
}
}
actor TeamRegenNoLMS_R : TeamRegen
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==1,"Pickup2")
stop
}
}
actor TeamRegenNoLMS_O : TeamRegen
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==2,"Pickup2")
stop
}
}
actor TeamRegenNoLMS_P : TeamRegen
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==3,"Pickup2")
stop
}
}

actor TeamRegen_B : TeamRegen{States{Pickup:TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==0,"Pickup3")stop}}
actor TeamRegen_R : TeamRegen{States{Pickup:TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==1,"Pickup3")stop}}
actor TeamRegen_O : TeamRegen{States{Pickup:TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==2,"Pickup3")stop}}
actor TeamRegen_P : TeamRegen{States{Pickup:TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_getplayerteam",-1)==3,"Pickup3")stop}}



actor TeamRegenX : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIf(!(health>0),"No")
TNT1 A 0 HealThing(2)
stop
No:
TNT1 A 1
stop
}
}

actor PlantRadiusHeal : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 2
stop
}
}


actor PlantDrainPower : PowerDrain
{
Powerup.Duration -30
}


actor PlantmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantShot",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantShotB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantShotR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantShotO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantShotP",0,0,8,0)
goto Done
}
}

actor PlantmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantShot",3,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantShotB",3,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantShotR",3,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantShotO",3,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantShotP",3,0,8,0)
goto Done
}
}

actor PlantmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantShot",6,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantShotB",6,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantShotR",6,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantShotO",6,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantShotP",6,0,8,0)
goto Done
}
}

actor PlantmanMain4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantShot",-3,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantShotB",-3,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantShotR",-3,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantShotO",-3,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantShotP",-3,0,8,0)
goto Done
}
}

actor PlantmanMain5_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantShot",-6,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantShotB",-6,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantShotR",-6,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantShotO",-6,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantShotP",-6,0,8,0)
goto Done
}
}

actor PlantmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantShield",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantShieldB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantShieldR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantShieldO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantShieldP",0,0,0,0)
goto Done
Done:
TNT1 A 0 A_TakeInventory("PsychedelicAmmo",2)
stop
}
}

actor PlantmanShieldMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantVineWhip",0,0,-10,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipB",0,0,-10,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipR",0,0,-10,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipO",0,0,-10,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipP",0,0,-10,0)
goto Done
}
}

actor PlantmanShieldMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PlantVineWhip",0,0,10,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipB",0,0,10,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipR",0,0,10,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipO",0,0,10,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PlantVineWhipP",0,0,10,0)
goto Done
}
}

actor PlantmanOther_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 //A_FireCustomMissile("PlantRadiusHeal",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_RadiusGive("TeamRegenNoLMS_B",208,2)//RGF_PLAYERS = 2|RGF_NOTARGET = 64
goto Done
FireR:
TNT1 A 0 A_RadiusGive("TeamRegenNoLMS_R",208,2)
goto Done
FireO:
TNT1 A 0 A_RadiusGive("TeamRegenNoLMS_O",208,2)
goto Done
FireP:
TNT1 A 0 A_RadiusGive("TeamRegenNoLMS_P",208,2)
goto Done
}
}