actor WildCoilBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_7E"
dropitem "WildCoilWepCDropped"
Weapon.AmmoUse 15
Weapon.AmmoGive 105
Obituary "$OB_WILDCOIL"
weapon.ammotype "GumAmmo"
States
{
Spawn:
C_07 E 1
loop
Ready:
SPFI A 0 ACS_ExecuteAlways(998,0,DYE_SPRINGMAN)
goto Ready1
Ready1:
SPFI A 0 A_JumpIfInventory("GumAmmo",15,"Ready2")
SPFI A 2 A_WeaponReady(WRF_NOPRIMARY)
SPFI A 0 A_GiveInventory("GumAmmo",2)
loop
Ready2:
SPFI A 2 A_WeaponReady
SPFI A 0 A_GiveInventory("GumAmmo",2)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SPFI A 1
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SPFI A 1
Loop
Fire:
SPFI A 0 A_PlaySoundEx("weapon/dustbit","Weapon")
SPFI A 0 A_GiveInventory("SpringmanMain_P",1)
SPFI B 1 OffSet(2,35)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI B 1 OffSet(4,38)
SPFI B 1 OffSet(8,44)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI B 1 OffSet(12,50)
SPFI B 1 OffSet(16,56)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI B 1 OffSet(12,50)
SPFI B 1 OffSet(8,44)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI B 1 OffSet(4,38)
SPFI A 1 OffSet(-3,29)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI A 1 OffSet(-7,23)
SPFI A 1 OffSet(-14,17)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI A 1 OffSet(-17,15)
SPFI A 1 OffSet(-15,17)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI A 1 OffSet(-12,20)
SPFI A 1 OffSet(-9,23)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI A 1 OffSet(-6,26)
SPFI A 1 OffSet(-3,29)
Goto Ready1
AltFire:
SPFI A 0 A_Jump(256,"AltfirePunch")
Goto Ready1
AltfirePunch:
SPFI D 0 A_GiveInventory("SpringPunchFlag",1)
//SPFI D 0 A_GiveInventory("SelfStoppedTF",1)
//SPFI D 0 A_GiveInventory("StunArmor",1)
SPFI A 0 A_GiveInventory("GumAmmo",1)
SPFI A 1 Offset(0,16)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI A 1 Offset(0,32)
SPFI A 0 A_GiveInventory("GumAmmo",1)
SPFI A 1 Offset(0,48)A_JumpIfInventory("PowerRage_ST",1,1)
SPFI A 1 Offset(0,64)
SPFI A 0 A_GiveInventory("GumAmmo",1)
SPFI A 1 Offset(0,80)
SPFI A 1 Offset(0,96)
SPFI D 0 A_ReFire("AltfirePunch1")
goto AltfirePunch2

AltfirePunch1:
SPFI D 0 A_GunFlash
SPFI D 0 A_GiveInventory("SelfStoppedTF",1)
SPFI D 0 A_GiveInventory("StunArmor",1)
SPFI D 0 A_TakeInventory("AdapterWaitCount",999)
SPFI D 0 A_TakeInventory("FistReturning",999)
SPFI F 1 Offset(0,96) A_TakeInventory("FistFlag",999)
SPFI F 1 Offset(0,64) A_TakeInventory("FistFlag",999)
SPFI F 1 Offset(0,32) A_TakeInventory("FistFlag",999)
SPFI F 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
SPFI D 0 A_PlayWeaponSound("weapon/springpunch")
SPFI F 2
SPFI F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
SPFI G 0 A_GiveInventory("SpringmanAlt_CI",1)
SPFI G 1 Offset(-32,64)
SPFI G 1 Offset(-42,74) A_GiveInventory("GumAmmo",2)
SPFI G 1 Offset(-52,84)
SPFI G 1 Offset(-62,94) A_GiveInventory("GumAmmo",2)
SPFI G 1 Offset(-72,100)
SPFI G 1 Offset(-62,94) A_GiveInventory("GumAmmo",2)
SPFI G 1 Offset(-52,84)
SPFI G 1 Offset(-32,74) A_GiveInventory("GumAmmo",2)
SPFI G 1 Offset(-22,64)
SPFI G 1 Offset(-12,54) A_GiveInventory("GumAmmo",2)
SPFI G 1 Offset(-2,44)
SPFI G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
goto FistWait1
FistWait1:
SPFI G 2 A_JumpIfInventory("FistFlag",1,"FistFinish")
SPFI G 0 A_GiveInventory("AdapterWaitCount",2)
SPFI G 0 A_GiveInventory("GumAmmo",2)
SPFI G 0 A_JumpIfInventory("AdapterWaitCount",15,"FistFinish")
loop

AltfirePunch2:
SPFI E 0 A_TakeInventory("AdapterWaitCount",999)
SPFI E 0 A_TakeInventory("FistReturning",999)
SPFI F 1 Offset(0,96) A_TakeInventory("FistFlag",999)
SPFI F 1 Offset(0,64) A_TakeInventory("FistFlag",999)
SPFI F 1 Offset(0,32) A_TakeInventory("FistFlag",999)
SPFI F 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
SPFI D 0 A_PlayWeaponSound("weapon/springpunch")
SPFI F 2
SPFI F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
SPFI G 0 A_GiveInventory("SpringmanAlt2_CI",1)
SPFI G 1 Offset(-32,64)
SPFI G 1 Offset(-42,74) A_GiveInventory("GumAmmo",1)
SPFI G 1 Offset(-52,84)
SPFI G 1 Offset(-62,94) A_GiveInventory("GumAmmo",1)
SPFI G 1 Offset(-72,100)
SPFI G 1 Offset(-62,94) A_GiveInventory("GumAmmo",1)
SPFI G 1 Offset(-52,84)
SPFI G 1 Offset(-32,74) A_GiveInventory("GumAmmo",1)
SPFI G 1 Offset(-22,64)
SPFI G 1 Offset(-12,54) A_GiveInventory("GumAmmo",1)
SPFI G 1 Offset(-2,44)
SPFI G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
goto FistWait2
FistWait2:
SPFI G 2 A_JumpIfInventory("FistFlag",1,"FistFinish")
SPFI G 0 A_GiveInventory("AdapterWaitCount",1)
SPFI G 0 A_GiveInventory("GumAmmo",1)
SPFI G 0 A_JumpIfInventory("AdapterWaitCount",10,"FistFinish")
loop
FistFinish:
SPFI E 0 A_TakeInventory("SpringPunchFlag",99)
SPFI E 0 A_TakeInventory("StunArmor",99)
SPFI E 0 A_PlayWeaponSound("weapon/adapterreturn")
SPFI E 0 A_GiveInventory("SelfStoppedUnfreeze",1)
SPFI E 0 A_GiveInventory("VivifyDelay3",1)
SPFI F 1 Offset(0,16) A_GiveInventory("GumAmmo",2)
SPFI F 1 Offset(0,32) 
SPFI F 1 Offset(0,48) A_GiveInventory("GumAmmo",2)
SPFI F 1 Offset(0,64)
SPFI F 1 Offset(0,80) A_GiveInventory("GumAmmo",2)
SPFI F 1 Offset(0,96)
SPFI A 1 Offset(0,96) A_GiveInventory("GumAmmo",2)
SPFI A 1 Offset(0,80)
SPFI A 1 Offset(0,64) A_GiveInventory("GumAmmo",2)
SPFI A 1 Offset(0,48)
SPFI A 1 Offset(0,32) A_GiveInventory("GumAmmo",2)
SPFI A 1 Offset(0,28)
SPFI A 1 Offset(0,20) A_GiveInventory("GumAmmo",2)
SPFI A 1 Offset(0,28)
SPFI A 0 A_GiveInventory("GumAmmo",2)
SPFI A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
SPFI A 0
SPFI A 0 A_TakeInventory("FistFlag",999)
SPFI A 0 A_TakeInventory("AdapterWaitCount",999)
SPFI A 0 A_TakeInventory("FistReturning",999)
SPFI A 0 A_TakeInventory("FistReturningX",999)
Goto Ready1

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 0 A_Stop
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("SelfStoppedTFFlag",1,"Flash")
stop

}
}

actor GumAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 105
+INVENTORY.IGNORESKILL
}

actor SpringPunchFlag : OnceC{}
actor FistReturning : OnceC{}
actor FistReturningX : OnceC{}

actor SpringmanRageCheck : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"PickupR")
TNT1 A 0 A_GiveInventory("GumAmmo",2)
stop
PickupR:
TNT1 A 0 A_GiveInventory("GumAmmo",4)
stop
}
}

actor SpringmanMain_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_CheckFloor("Pickup2")
TNT1 A 0 A_GiveInventory("SpringmanMain_CI",1)
stop
Pickup2:
TNT1 A 0 A_GiveInventory("SpringmanMain1_CI",1)
stop
}
}

actor WilderCoil
{
Translation "202:202=56:56","204:204=215:215"
PROJECTILE
damagetype "SpringM_Coil"
Obituary "$OB_WILDCOIL"
-NOGRAVITY
+USEBOUNCESTATE
+BOUNCEONWALLS
+BOUNCEONFLOORS
+BOUNCEONCEILINGS
+CANBOUNCEWATER
bouncecount 5
bouncefactor 0.9
wallbouncefactor 0.9
ReactionTime 1
Damage (18)
height 20
radius 12
speed 35
scale 2.5
States
{
Spawn:
SPFI K 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
SPFI K 0 ThrustThingZ(0,6,1,1)
Goto Bouncing
Bouncing:
SPFI KLMKLM 5
loop
Bounce:
TNT1 A 0 A_ChangeFlag("USEBOUNCESTATE",0)
TNT1 A 0 A_PlaySoundEx("weapon/SpringBounce2","Weapon")
TNT1 A 0 A_SpawnItemEx("WilderCoil2",0,0,0,sqrt(momx*momx+momy*momy),0,momz,15,1)
TNT1 A 0 A_SpawnItemEx("WilderCoil2",0,0,0,sqrt(momx*momx+momy*momy),0,momz,-15,1)
TNT1 A 1 A_CountDown
wait
Death:
Crash:
XDeath:
TNT1 A 0 A_Stop
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_PlaySoundEx("weapon/SpringDed","Weapon")
TNT1 A 1 A_SpawnItemEx("WilderCoilDeathFX",0,0,25,0,0,0,0,1)
stop
}
}
actor WilderCoilB : WilderCoil{translation "202:202=205:205", "204:204=205:205"}
actor WilderCoilR : WilderCoil{translation "202:202=171:171", "204:204=171:171"}
actor WilderCoilO : WilderCoil{translation "202:202=104:104", "204:204=104:104"}
actor WilderCoilP : WilderCoil{translation "202:202=229:229", "204:204=229:229"}

actor WilderCoil1 : WilderCoil
{
States
{
Spawn:
SPFI K 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
SPFI K 0 ThrustThingZ(0,6,1,1)
SPFI K 5 A_GiveInventory("Once",1)
Goto Bouncing+1
Bounce.Floor:
TNT1 A 0 A_JumpIfInventory("Once",1,"Bounce")
TNT1 A 0 A_ChangeFlag("USEBOUNCESTATE",0)
TNT1 A 0 A_PlaySoundEx("weapon/SpringBounce2","Weapon")
TNT1 A 0 A_SpawnItemEx("WilderCoil3",0,0,8,18,0,7,90,1)
TNT1 A 0 A_SpawnItemEx("WilderCoil3",0,0,8,18,0,7,-90,1)
TNT1 A 1 A_CountDown
wait
}
}
actor WilderCoil1B : WilderCoil1{translation "202:202=205:205", "204:204=205:205"}
actor WilderCoil1R : WilderCoil1{translation "202:202=171:171", "204:204=171:171"}
actor WilderCoil1O : WilderCoil1{translation "202:202=104:104", "204:204=104:104"}
actor WilderCoil1P : WilderCoil1{translation "202:202=229:229", "204:204=229:229"}


actor WilderCoil2 : WilderCoil
{
-USEBOUNCESTATE
bouncecount 5
bouncefactor 0.65
wallbouncefactor 0.65
BounceSound "weapon/SpringBounce2"
Damage (12)
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
SPFI K 0
SPFI K 0
Goto Bouncing
}
}

actor WilderCoil3 : WilderCoil2
{
States
{
Spawn:
SPFI K 0
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
SPFI K 0 ThrustThingZ(0,6,1,1)
Goto Bouncing
}
}

actor WilderCoilDeathFX : BasicClientSide
{
States
{
Spawn:
VMFX I 0
VMFX IJK 2
XMFX D 2
stop
}
}

actor SpringFist
{
Translation "202:202=56:56","192:192=4:4","198:198=40:40"
PROJECTILE
damagetype "SpringM_Fist"
Obituary "$OB_SPRINGFISTX"
//+SKYEXPLODE//Causes Desync sadly
+DONTBLAST
+NOGRAVITY
+NOTARGETSWITCH
+DONTREFLECT
+SEEKERMISSILE
reactiontime 20
damage (12)
Radius 10
Height 10
speed 45
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
SPFI P 1
PLSP A 0 A_PlaySound("weapon/sparkchasertravel",6,0.75)
TNT1 AAAAA 0 A_SpawnItemEx("PlugElectricFX",random(0,36),0,random(-18,18),0,0,0,random(0,359),1)
SPFI P 0 A_SpawnItemEx("CoilFX",-1,-8,-8,0,0,0,0,1)
SPFI P 0 A_CountDown
loop
Death:
SPFI R 0
SPFI R 0 A_PlaySoundEX("weapon/hardquakeland","Weapon")
SPFI R 0 A_Explode(24,128,0,0,48)
SPFI R 1 A_SpawnItemEx("SpringFistHitFXSpawner",0,0,0,0,0,0,0,1)
SPFI R 0 A_TakeFromTarget("AdapterWaitCount",20)
SPFI R 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)
SPFI R 5 A_FaceTarget
SPFI R 0 A_ChangeFlag("NOINTERACTION",1)
SPFI R 1 A_GiveToTarget("FistReturning",1)
goto Death2
Death2:
SPFI R 0 A_TakeFromTarget("AdapterWaitCount",20)
SPFI R 0 A_JumpIfCloser(60,"Return")
SPFI RR 0 A_SeekerMissile(90,90,SMF_PRECISE)
SPFI R 1 A_GiveInventory("CutterFlag",1)
SPFI R 0 A_JumpIfInventory("CutterFlag",105,"DeathEnd")
SPFI R 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"DeathEnd")
loop
Return:
TNT1 A 1 A_GiveToTarget("FistFlag",1)
stop
DeathEnd:
TNT1 A 1 A_GiveToTarget("FistFlag",1)
stop
}
}

actor SpringFistHitFXSpawner : BasicHelper
{
States
{
Spawn:
TNT1 AA 0
TNT1 AAA 6 A_SpawnItemEx("SpringFistHitFX",0,0,0,0,0,0,0,1)
TNT1 A 2
SpawnLOOP:
TNT1 A 0 A_JumpIfInventory("WeaponCharge",7,"Death")
TNT1 A 0 A_GiveInventory("WeaponCharge",1)
PLSP A 2 A_PlaySound("weapon/sparkchasertravel",6,0.75)
TNT1 AAAAAAAAAA 0 A_SpawnItemEx("PlugElectricFX",random(0,96),0,random(-48,48),0,0,0,random(0,359),1)
loop
Death:
TNT1 AA 0
stop
}
}

actor SpringFistHitFX
{
PROJECTILE
+NOINTERACTION
+FORCEXYBILLBOARD
Scale 3.0
States
{
Spawn:
TNT1 AA 0
PLSP A 0 A_PlaySound("weapon/sparkchasertravel",6,0.75)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_GalaxyBHB_ACS",2,4,128)
X_8B F 1 A_SpawnItemEx("PlugElectricFX",random(12,36),0,random(0,56),0,0,0,random(0,359),1)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_GalaxyBHB_ACS",2,4,128)
X_8B E 1 A_SpawnItemEx("PlugElectricFX",random(12,36),0,random(0,56),0,0,0,random(0,359),1)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_GalaxyBHB_ACS",2,4,128)
X_8B D 1 A_SpawnItemEx("PlugElectricFX",random(12,36),0,random(0,56),0,0,0,random(0,359),1)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_GalaxyBHB_ACS",2,4,128)
X_8B C 1 A_SpawnItemEx("PlugElectricFX",random(12,36),0,random(0,56),0,0,0,random(0,359),1)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_GalaxyBHB_ACS",2,4,128)
X_8B B 1 A_SpawnItemEx("PlugElectricFX",random(12,36),0,random(0,56),0,0,0,random(0,359),1)
TNT1 A 0 ACS_NamedExecuteWithResult("cbm_GalaxyBHB_ACS",2,4,128)
X_8B A 1 A_SpawnItemEx("PlugElectricFX",random(12,36),0,random(0,56),0,0,0,random(0,359),1)
stop
}
}

actor SpringFistB : SpringFist{Translation"202:202=205:205","192:192=205:205","198:198=74:74"}
actor SpringFistR : SpringFist{Translation"202:202=171:171","192:192=171:171","198:198=41:41"}
actor SpringFistO : SpringFist{Translation"202:202=104:104","192:192=104:104","198:198=128:128"}
actor SpringFistP : SpringFist{Translation"202:202=229:229","192:192=229:229","198:198=232:232"}

actor SpringFistWeak : SpringFist
{
reactiontime 15
speed 45
damage (0)
Obituary "$OB_SPRINGFIST"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
SPFI P 1
SPFI P 0 A_SpawnItemEx("CoilFX",-1,-8,-8,0,0,0,0,1)
SPFI P 0 A_CountDown
loop
Death:
SPFI R 0
SPFI R 0 A_PlaySoundEX("weapon/hardquakeland","Weapon")
SPFI R 0 A_Explode(24,96,0,0,32)
SPFI R 0 A_SpawnItemEx("SpringFistWeakHitFX",0,0,8,0,0,0,0,1)
goto Super::Death+4
}
}

actor SpringFistWeakHitFX : SpringFistHitFX
{
+FORCEXYBILLBOARD
Scale 3.0
States
{
Spawn:
TNT1 AA 0
X_8B ABCDEF 2
stop
}
}

actor SpringFistWeakB : SpringFistWeak{Translation"202:202=205:205","192:192=205:205","198:198=74:74"}
actor SpringFistWeakR : SpringFistWeak{Translation"202:202=171:171","192:192=171:171","198:198=41:41"}
actor SpringFistWeakO : SpringFistWeak{Translation"202:202=104:104","192:192=104:104","198:198=128:128"}
actor SpringFistWeakP : SpringFistWeak{Translation"202:202=229:229","192:192=229:229","198:198=232:232"}

actor CoilFX
{
Translation "202:202=56:56"
PROJECTILE
+THRUACTORS
+SKYEXPLODE
+DONTBLAST
+NOGRAVITY
+NOINTERACTION
+NOTARGETSWITCH
+SEEKERMISSILE
reactiontime 70
damage (0)
Radius 2
Height 2
speed 45
scale 2.5
States
{
Spawn:
TNT1 A 1
SPFI Q 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)
SPFI Q 0 A_FaceTarget
goto Spawn3
Spawn3:
SPFI Q 1
SPFI Q 0 A_CountDown
SPFI Q 0 A_JumpIfInTargetInventory("FistReturning",1,"Return")
SPFI Q 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Return:
SPFI Q 0 A_JumpIfCloser(60,"Death")
SPFI QQ 0 A_SeekerMissile(90,90,SMF_PRECISE)
goto Spawn3+3
Death:
TNT1 A 1
stop
}
}


actor SpringmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilderCoil",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilderCoilB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilderCoilR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilderCoilO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilderCoilP",0,1,8,0)
goto Done
}
}
actor SpringmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilderCoil1",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilderCoil1B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilderCoil1R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilderCoil1O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilderCoil1P",0,1,8,0)
goto Done
}
}

actor SpringmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("SpringFist",0,0,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SpringFistB",0,0,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SpringFistR",0,0,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SpringFistO",0,0,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SpringFistP",0,0,-8,0)
goto Done
}
}

actor SpringmanAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("SpringFistWeak",0,0,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SpringFistWeakB",0,0,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SpringFistWeakR",0,0,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SpringFistWeakO",0,0,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SpringFistWeakP",0,0,-8,0)
goto Done
}
}
