actor FlameSwordBoss : BaseMM8BDMWep_CBM
{
Tag "$TAGC_8C"
dropitem "FlameSwordWepCDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Obituary "$OB_FLAMESWORD"
Inventory.Pickupmessage "FLAME SWARD"
weapon.ammotype "OrdersAmmo"
weapon.ammotype2 "SwordHeatFlag"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_08 C 1
loop
Ready:
FHUB A 0 ACS_ExecuteAlways(998,0,11943)
FHUB A 0 A_GunFlash
ReadyP2:
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"Ready2")
FHUB A 0 A_GiveInventory("NoFlameFlag",1)
ReadyPlus:
FHUB A 1 A_WeaponReady
Goto Ready+2
Ready2:
TNT1 A 0 A_JumpIfInventory("OrdersAmmo",1,1)
goto BlubNoAmmor
TNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)
goto Ready+2
NoAmmoReady:
FHUB AAAAAAAAAAAAAAAAAAAAA 1 A_TakeInventory("SwordHeatFlag",2)
Goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FHUB A 1 A_Lower
goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FHUB A 1 A_Raise
Loop
Fire:
Fire2:
TNT1 A 0 Offset(0,32)
TNT1 A 0 A_GiveInventory("SwordAmmoDelay",1)
FHUB A 0 A_JumpIfInventory("SwordCombo",2,"Fire2b")
FHUB A 0 A_JumpIfInventory("SwordCombo",1,"Fire2a")
FHUB A 0 A_PlaySoundEx("weapon/NewFlameSword","SoundSlot7")
FHUB A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
TNT1 A 0 A_GiveInventory("SwordCombo",1)
FHUB A 0 A_JumpIfInventory("PowerRage_ST",1,"Fire2Rage")
FHUB C 1 A_GiveInventory("SwordmanMain1_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB D 1 A_GiveInventory("SwordmanMain2_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB E 1 A_GiveInventory("SwordmanMain3_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB F 1 A_GiveInventory("SwordmanMain4_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB G 1 A_GiveInventory("SwordmanMain5_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
TNT1 A 10 A_WeaponReady(WRF_NOPRIMARY)
FHUB G 0 A_Refire("Fire2a")
Goto Finish
Fire2Rage:
FHUB C 1 A_GiveInventory("SwordmanMain1_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB D 0 A_GiveInventory("SwordmanMain2_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB E 1 A_GiveInventory("SwordmanMain3_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB F 0 A_GiveInventory("SwordmanMain4_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB G 1 A_GiveInventory("SwordmanMain5_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
TNT1 A 6 A_WeaponReady(WRF_NOPRIMARY)
FHUB G 0 A_Refire("Fire2aRage")
Goto Finish
Fire2a:
TNT1 A 0 A_GiveInventory("SwordAmmoDelay",1)
TNT1 A 0 A_GiveInventory("SwordCombo",1)
FHUB A 0 A_JumpIfInventory("PowerRage_ST",1,"Fire2aRage")
FHUB A 0 A_PlaySoundEx("weapon/NewFlameSword","SoundSlot7")
FHUB A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB G 1 A_GiveInventory("SwordmanMain1a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB F 1 A_GiveInventory("SwordmanMain2a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB E 1 A_GiveInventory("SwordmanMain3a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB D 1 A_GiveInventory("SwordmanMain4a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB C 1 A_GiveInventory("SwordmanMain5a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
TNT1 A 10 A_WeaponReady(WRF_NOPRIMARY)
FHUB G 0 A_Refire("Fire2b")
Goto Finish
Fire2aRage:
FHUB A 0 A_PlaySoundEx("weapon/NewFlameSword","SoundSlot7")
FHUB A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB G 1 A_GiveInventory("SwordmanMain1a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB F 0 A_GiveInventory("SwordmanMain2a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB E 1 A_GiveInventory("SwordmanMain3a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB D 0 A_GiveInventory("SwordmanMain4a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB C 1 A_GiveInventory("SwordmanMain5a_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
TNT1 A 8 A_WeaponReady(WRF_NOPRIMARY)
FHUB G 0 A_Refire("Fire2b")
Goto Finish
Fire2b:
TNT1 A 0 A_GiveInventory("SwordAmmoDelay",1)
FHUB A 0 A_JumpIfInventory("PowerRage_ST",1,"Fire2bRage")
FHUB BCDFG 1
FHUB A 0 A_PlaySoundEx("weapon/NewFlameSword","SoundSlot7")
FHUB A 0 A_PlaySoundEx("weapon/flamesword","Weapon") 
FHUB J 1 A_GiveInventory("SwordmanMainX1_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB K 1 A_GiveInventory("SwordmanMainX2_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB L 1 A_GiveInventory("SwordmanMainX3_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB M 1 A_GiveInventory("SwordmanMainX4_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB N 1 A_GiveInventory("SwordmanMainX5_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",5)
TNT1 A 13 A_WeaponReady(WRF_NOPRIMARY)
goto FinishNoFire
Fire2bRage:
FHUB B 1 A_GiveInventory("SwordHeatFlag",2)
FHUB CE 1  A_GiveInventory("SwordHeatFlag",2)
FHUB FG 1 A_GiveInventory("SwordHeatFlag",2)
FHUB A 0 A_PlaySoundEx("weapon/NewFlameSword","SoundSlot7")
FHUB A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
//FHUB A 0 A_GiveInventory("FlameSwordUpperFlag",1)
FHUB J 1 A_GiveInventory("SwordmanMainX1_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB K 0 A_GiveInventory("SwordmanMainX2_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB L 1 A_GiveInventory("SwordmanMainX3_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB M 0 A_GiveInventory("SwordmanMainX4_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",2)
FHUB N 0 A_GiveInventory("SwordmanMainX5_CI",1)
TNT1 A 0 A_GiveInventory("SwordHeatFlag",5)
TNT1 A 13 A_WeaponReady(WRF_NOPRIMARY)
goto FinishNoFire
Finish:
//FHUB A 0 A_TakeInventory("FlameSwordUpperFlag",999)
TNT1 A 0 A_GiveInventory("SwordAmmoDelay",1)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|  WRF_NOSECONDARY)
FHUV A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
FHUV A 1 Offset(0,109) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
FHUV A 1 Offset(0,96)A_JumpIfInventory("PowerRage_ST",1,1)
FHUV A 1 Offset(0,85) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
FHUV A 1 Offset(0,74)A_JumpIfInventory("PowerRage_ST",1,1)
FHUV A 1 Offset(0,65) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
FHUV A 1 Offset(0,56)A_JumpIfInventory("PowerRage_ST",1,1)
FHUV A 1 Offset(0,49) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
FHUV A 1 Offset(0,32)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 0 A_TakeInventory("SwordCombo",99)
FHUB A 1 A_TakeInventory("SwordHeatFlag",7)
FHUB A 1 A_TakeInventory("SwordHeatFlag",7)
FHUB A 1 A_TakeInventory("SwordHeatFlag",7)
FHUB A 1 A_TakeInventory("SwordHeatFlag",7)
FHUB A 0 A_Refire
Goto Ready+2
FinishNoFire: 
//FHUB A 0 A_TakeInventory("FlameSwordUpperFlag",999)
TNT1 A 0 A_GiveInventory("SwordAmmoDelay",1)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 1 Offset(0,122) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY  |WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
FHUB A 1 Offset(0,122)A_JumpIfInventory("PowerRage_ST",1,1)
FHUB A 1 Offset(0,109) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
FHUB A 1 Offset(0,96)A_JumpIfInventory("PowerRage_ST",1,1)
FHUB A 1 Offset(0,85) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
FHUB A 1 Offset(0,74)A_JumpIfInventory("PowerRage_ST",1,1)
FHUB A 1 Offset(0,65) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
FHUB A 1 Offset(0,56)A_JumpIfInventory("PowerRage_ST",1,1)
FHUB A 1 Offset(0,49) A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSECONDARY)
FHUB A 1 Offset(0,32)A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 0 A_TakeInventory("SwordCombo",99)
FHUB AAAA 1 A_TakeInventory("SwordHeatFlag",7)
FHUB A 0 A_Refire
Goto Ready+2
SwitchCamera:
TNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Revert")//Duel
TNT1 A 0 A_JumpIfInventory("CameraFlag",1,"Revert")
TNT1 A 0 ChangeCamera(400+TID,0,0)
TNT1 A 10 A_GiveInventory("CameraFlag",1)
goto Ready2
Revert:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 10 ChangeCamera(0,0,0)
goto Ready2
Altfire:
TNT1 A 0 Offset(0,32) 
//TNT1 A 0 A_JumpIfInventory("SwordAmmoDelay",1,"ReadyPlus")
//FHUB A 0 A_JumpIfInventory("FlameFlag",1,"blub")
TNT1 A 0 A_TakeInventory("SwordCombo",99)
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,"blub")
FHUB A 1 A_JumpIfInventory("SwordHeatFlag",1,"AltDashers")
TNT1 A 0 //A_JumpIfInventory("SwordAmmoDelay",1,"ReadyPlus")
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"blub")
TNT1 A 0 A_JumpIfInventory("OrdersAmmo",2,"AltFire2Check")
TNT1 A 0 A_Jump(256,"Ready2")
TNT1 A 55
goto Ready2
AltFire2Check:
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"ReadyPlus")
TNT1 A 0 A_Jump(256,"AltFire2")
TNT1 A 55
goto AltFire2
AltFire2:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
TNT1 A 0 A_TakeInventory("EndFlameFlag",1)
TNT1 A 0 A_TakeInventory("NoFlameFlag",1)
TNT1 A 0 A_GiveInventory("FlameFlag",1)
//TNT1 A 0 A_GiveInventory("TorsoSpeed",156)
TNT1 A 0 A_GiveInventory("SwordmanAlt_CI",1)
TNT1 A 10 A_TakeInventory("OrdersAmmo",2)
goto Ready2

//Cambiaso
BlubNoAmmor:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
TNT1 A 0 A_GiveInventory("EndFlameFlag",1)
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,"BNAcon") 
BNAsinXD:
FHUB A 1 
FHUB A 55 A_Jump(256,"ReadyP2")
goto ReadyP2
BNAcon:
TNT1 A 1  
goto ReadyP2


blub:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
TNT1 A 0 A_GiveInventory("EndFlameFlag",1)
blub2:
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,"blub2")
blubEnd:

TNT1 AA 2 Offset(0,122) A_TakeInventory("FlameFlag",1)
TNT1 AA 2 Offset(0,122) A_GiveInventory("NoFlameFlag",1)
FHUB A 1 Offset(0,122)
FHUB A 1 Offset(0,109)
FHUB A 1 Offset(0,96)
FHUB A 1 Offset(0,85)
FHUB A 1 Offset(0,74)
FHUB A 1 Offset(0,65)
FHUB A 1 Offset(0,56)
FHUB A 1 Offset(0,49)
FHUB A 1 Offset(0,32) 
FHUB A 4 A_WeaponReady(14) 
goto Ready+2
NoAmmo:
FHUB A 1
Goto Ready+2
NoAmmoblub:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0) 
goto blub
AltDashers:
FHUB A 0 A_JumpIfInventory("OrdersAmmo",7,1)
goto NoAmmoReady
XTOP B 0 A_TakeInventory("UnSolid",1)
XTOP B 0 A_ChangeFlag("SOLID",0)
TNT1 A 0 A_JumpIfInventory("SwordHeatFlag",21,"AltDashersMax")
TNT1 A 0 A_JumpIfInventory("SwordHeatFlag",11,"AltDashersMed")
TNT1 A 0 A_JumpIfInventory("SwordHeatFlag",1,"AltDashersMin")
goto AltEnd

AltDashersMax:
FHUB U 0 A_TakeInventory("SwordHeatFlag",99)
FHUB U 0 A_ChangeVelocity(60*cos(pitch),0,35*-sin(pitch),3)
goto AltFall

AltDashersMed:
FHUB U 0 A_TakeInventory("SwordHeatFlag",99)
FHUB U 0 A_ChangeVelocity(40*cos(pitch),0,25*-sin(pitch),3)
goto AltFall

AltDashersMin:
FHUB U 0 A_TakeInventory("SwordHeatFlag",99)
FHUB U 0 A_ChangeVelocity(20*cos(pitch),0,15*-sin(pitch),3)
goto AltFall

AltFall:
TNT1 A 0 A_GiveInventory("SwordFlightDelay",1)
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,1)
JCLA A 0 A_SpawnItemEx("SwordLeggers",0,0,0,0,0,0,0,1)
FHUB USTU 1 
AltFallLoop:
TNT1 A 0 A_GiveInventory("SwordFlightDelay",1)
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,1)
//FHUB U 0 A_TakeInventory("OrdersAmmo",1)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB U 1 
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB S 1 
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB T 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB U 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,1)
FHUB U 0 A_TakeInventory("OrdersAmmo",1)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB S 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB T 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB U 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB S 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,1)
//FHUB U 0 A_TakeInventory("OrdersAmmo",1)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB T 1 
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB U 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB S 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB T 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB U 0 A_TakeInventory("OrdersAmmo",1)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Get_Button_A",0,0,0,0)==1,2)
TNT1 A 0 A_JumpIf(z-floorz==0,"SculptureCrash")
FHUB U 1  
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
Goto AltFallLoop2
AltFallLoop2:
TNT1 A 0 A_GiveInventory("SwordFlightDelay",1)
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,1)
//FHUB U 0 A_TakeInventory("OrdersAmmo",1)
FHUB U 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB S 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB T 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB U 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,1)
FHUB U 0 A_TakeInventory("OrdersAmmo",1)
FHUB S 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB T 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB U 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB S 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,1)
//FHUB U 0 A_TakeInventory("OrdersAmmo",1)
FHUB T 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB U 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB S 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB T 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
FHUB U 0 A_TakeInventory("OrdersAmmo",1)
FHUB U 1 A_JumpIf(z-floorz==0,"SculptureCrash")
JCLA A 0 A_PlaySoundEx("weapon/flamesword","Body")
JCLA A 0 A_SpawnItemEx("SwordSpinnerExplosion")
loop

SculptureCrash:
TNT1 A 0 A_SpawnItemEx("ResolidifyPlayer_H")
TNT1 A 0 A_GiveInventory("SwordReconnect",1)
TNT1 A 0 A_GiveInventory("Stuck",1)
TNT1 A 0 //A_GiveInventory("SwordCrash_P",1)
JCLA A 0 A_SpawnItemEx("SwordCrashHelper",0,0,0,0,0,0,0,1)
JCLA A 0 A_JumpIfInventory("PowerSpread_ST",1,"FireSpread")
goto SculptureEndLag
FireSpread:
JCLA A 0 A_SpawnItemEx("SwordCrashHelper",0,0,0,0,0,0,60,1)
JCLA A 0 A_SpawnItemEx("SwordCrashHelper",0,0,0,0,0,0,-60,1)
SculptureEndLag:
TNT1 A 0 A_GiveInventory("SwordAmmoDelay",1)
FHUB BCDFGGGGGGJKLMN 1 A_Stop
FHUB U 0 A_TakeInventory("OrdersAmmo",7)
TNT1 A 0 A_GiveInventory("SwordAmmoDelay",1)
TNT1 A 13
TNT1 A 0 A_TakeInventory("Stuck",1)
goto blubEnd

AltEnd:
//FHUB A 0 A_TakeInventory("FlameSwordUpperFlag",999)
FHUB A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,1,1)
FHUB A 0 ACS_NamedExecute("BULL_SetState",0,2)
AltEndNoAnim:
TNT1 A 0 //A_GiveInventory("FlameFlag",1)
HSN8 A 0 SetPlayerProperty(0,0,3)
HSN8 A 0 SetPlayerProperty(0,0,0)
CMDH C 0 A_TakeInventory("NoJumpCancel",999)
CMDH C 0 A_GiveInventory("LadderEnable",1)
CMDH C 0 A_ChangeFlag("THRUSPECIES",0)
TNT1 A 0 A_SpawnItemEx("ResolidifyPlayer_H")
FMSW B 1 Offset(-100,20)
FMSW B 1 Offset(-75,30)
FMSW B 1 Offset(-50,40)
FMSW B 1 Offset(-25,50)
FMSW B 1 Offset(0,60)
FMSW B 1 Offset(25,70)
FMSW A 1 Offset(50,80)
FMSW A 1 Offset(75,90)
TNT1 A 15 Offset(0,122)
FHUB A 1 Offset(75,122)
FHUB A 1 Offset(65,109)
FHUB A 1 Offset(55,96)
FHUB A 1 Offset(45,85)
FHUB A 1 Offset(35,74)
FHUB A 1 Offset(25,65)
FHUB A 1 Offset(15,56)
FHUB A 1 Offset(5,49)
FHUB A 1 Offset(0,32)
FHUB A 0 A_TakeInventory("FlameFlag",999)
Goto Ready+2
NoAmmo:
FHUB A 1
Goto Ready+2
NoAmmoblub:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
goto blub

Flash:
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,2)
TNT1 AAAAAAA 1 A_JumpIfInventory("FlameFlag",1,"AmmoDeplete")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_GiveInventory("SwordAmmoRegen_P",1)
loop
Flash2:
TNT1 AAAAAAAAAAAAAAA 1 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 0 A_TakeInventory("OrdersAmmo",1)
goto Flash2
AmmoDeplete:
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1 A_JumpIfInventory("SwordAmmoDelay",1,"Flash2")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_TakeInventory("OrdersAmmo",2)
goto AmmoDeplete

}
}

ACTOR SwordCombo : inventory
{
 Inventory.Maxamount 2
 -INVBAR
}

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

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

/*
actor FlameFlag :  : OnceC{}
*/
actor FlameFlag : PowerUp
{
powerup.duration 150
}
 
actor NoFlameFlag : OnceC{}
actor EndFlameFlag : OnceC{}
actor SwordmanSyncFlag : PowerUp
{
powerup.duration 10
}

actor SwordSlow1 : PowerUp{powerup.duration 6}
actor SwordSlow2 : PowerUp{powerup.duration 6}
actor SwordSlow3 : PowerUp{powerup.duration 6}
actor SwordSlow4 : PowerUp{powerup.duration 6}
actor SwordSlow5 : PowerUp{powerup.duration 6}

actor SwordAmmoDelay : Powerup
{
Powerup.Duration 30
}

actor SwordFlightDelay : Powerup
{
Powerup.Duration 10
}

actor SwordLegCramp : Powerup
{
Powerup.Duration 20
}

actor SwordReconnect : Powerup
{
Powerup.Duration 3
}

actor SwordSlide : PowerSpeed
{
Speed 1.0
Powerup.Duration -1
}

actor TorsoSpeed : Inventory
{
inventory.amount 1
inventory.maxamount 117
}

actor CameraFlag : OnceC {}

actor SwordLegCramp_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("CameraFlag",1,"Yes")
stop
Yes:
TNT1 A 0 A_GiveInventory("SwordLegCramp",1)
stop
}
}

actor SwordAmmoRegen_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("SwordAmmoDelay",1,"No")
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,"No")
TNT1 A 0 A_JumpIfInventory("SwordFlightDelay",1,"No")
goto Yes
Yes:
TNT1 A 0 A_GiveInventory("OrdersAmmo",1)
stop
No:
TNT1 A 0
stop
}
}

//FHUB V 0 A_ChangeVelocity(cos(pitch)*12,0,-sin(pitch)*12,CVF_RELATIVE|CVF_REPLACE)
actor SwordSpinnerExplosion : RyuL_TrueHurricane
{
Obituary "$OB_SWORDTORSO"
damagetype "FlameSwordBM"
PROJECTILE
+NOINTERACTION
height 0
radius 0
speed 0
States
{
Spawn:
TNT1 A 0     
TNT1 A 1 A_Explode(3,85,0,0,85)
stop 
}
}

actor FlameSpinMainProtect : PowerProtection
{
Powerup.Duration 3
damagefactor "FlameSwordBM", 0.1
}
 
actor SwordManTorsoB
{
Translation "192:192=219:219","198:198=43:43","202:202=219:219","199:199=43:43","250:250=211:211"
-MISSILE
+DONTBLAST
+NOBLOCKMONST
+SLIDESONWALLS
+DONTSPLASH
+NODAMAGETHRUST
//-NOBLOCKMAP
//+SOLID
+SHOOTABLE
-NORADIUSDMG
+NOTAUTOAIMED
+NOGRAVITY
+NOBLOOD
+QUICKTORETALIATE
+NOTARGETSWITCH
+DONTRIP//Cambiaso

Obituary "$OB_SWORDTORSO"
damagetype "FlameSwordB"
//Radius 32
//Radius 16
Radius 16
//Height 56
Height 26
CameraHeight 18
//activesound "FLAMSWOR"
scale 2.5
damage (0)
//+FORCEXYBILLBOARD
//speed 20
Health 9999
PainChance 256
speed 0
States
{
Spawn:
FHUB V 0
FHUB V 0
FHUB V 0 Thing_ChangeTID(0,400+ACS_ExecuteWithResult(257,0))
//TNT1 A 0
//TNT1 A 0 A_ChangeFlag("SOLID",1)
Loopz:
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB V 1 //A_GiveInventory("TorsoTeamCheck",1)
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB V 1 //A_Explode(14,65,0)
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB W 1 //A_GiveInventory("TorsoTeamCheck",1)
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB V 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
FHUB W 1 A_Explode(2,64,0,0,65)
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB X 1 //A_GiveInventory("TorsoTeamCheck",1)
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB X 1 //A_Explode(14,65,0)
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB Y 1 //A_GiveInventory("TorsoTeamCheck",1)
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
FHUB V 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
FHUB V 0 A_GiveInventory("TorsoVelocity",1)
FHUB V 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
FHUB Y 1 A_Explode(2,64,0,0,65)
loop
Pain:
"####" "#" 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
"####" "#" 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Death")
"####" "#" 1 A_GiveInventory("TorsoVelocity",1)
"####" "#" 0 A_JumpIfHealthLower(9740,"Give6")
"####" "#" 0 A_JumpIfHealthLower(9790,"Give5")
"####" "#" 0 A_JumpIfHealthLower(9840,"Give4")
"####" "#" 0 A_JumpIfHealthLower(9890,"Give3")
"####" "#" 0 A_JumpIfHealthLower(9940,"Give2")
"####" "#" 0 A_JumpIfHealthLower(9990,"Give1")
goto HPReset
Give1:
"####" "#" 0
"####" "#" 0 //A_PlaySoundEx("weapon/swordtorsopain","Voice")
"####" "#" 0 A_TakeFromTarget("OrdersAmmo",1)
goto HPReset
Give2:
"####" "#" 0
"####" "#" 0 //A_PlaySoundEx("weapon/swordtorsopain","Voice")
"####" "#" 0 A_TakeFromTarget("OrdersAmmo",2)
"####" "#" 0 A_GiveToTarget("SwordSlow1",1)
goto HPReset
Give3:
"####" "#" 0
"####" "#" 0 //A_PlaySoundEx("weapon/swordtorsopain","Voice")
"####" "#" 0 A_TakeFromTarget("OrdersAmmo",3)
"####" "#" 0 A_GiveToTarget("SwordSlow2",1)
goto HPReset
Give4:
"####" "#" 0
"####" "#" 0 //A_PlaySoundEx("weapon/swordtorsopain","Voice")
"####" "#" 0 A_TakeFromTarget("OrdersAmmo",4)
"####" "#" 0 A_GiveToTarget("SwordSlow3",1)
goto HPReset
Give5:
"####" "#" 0
"####" "#" 0 //A_PlaySoundEx("weapon/swordtorsopain","Voice")
"####" "#" 0 A_TakeFromTarget("OrdersAmmo",5)
"####" "#" 0 A_GiveToTarget("SwordSlow4",1)
goto HPReset
Give6:
"####" "#" 0
"####" "#" 0 //A_PlaySoundEx("weapon/swordtorsopain","Voice")
"####" "#" 0 A_TakeFromTarget("OrdersAmmo",6)
"####" "#" 0 A_GiveToTarget("SwordSlow5",1)
goto HPReset
HPReset:
"####" "#" 0 Healthing(9999)
"####" "#" 0 A_PlaySoundEx("weapon/swordtorsopain","Voice")
"####" "#" 1 A_GiveInventory("TorsoVelocity",1)
goto Loopz
Death:
FHUB V 0 A_ChangeFlag("MISSILE",1)
FHUB V 0 A_SpawnItemEx("ReturningTorsoFlameB",0,0,0,0,0,0,0,1)
FHUB V 0 A_SpawnItemEx("ReturningTorsoB",0,0,0,0,0,0,0,33,0)
stop
Return:
FHUB V 0 A_ChangeFlag("MISSILE",1)
FHUB V 0 A_SpawnItemEx("ReturningTorsoFlameB",0,0,0,0,0,0,0,1)
FHUB V 0 A_SpawnItemEx("ReturningTorsoB",0,0,0,0,0,0,0,33,0)
stop
}
}

actor SwordManTorsoBB : SwordManTorsoB
{
DesignatedTeam 0
Translation"192:192=205:205","198:198=74:74","202:202=205:205","199:199=74:74","250:250=196:196"
}

actor SwordManTorsoBR : SwordManTorsoB
{
DesignatedTeam 1
Translation"192:192=171:171","198:198=41:41","202:202=171:171","199:199=41:41","250:250=170:170"
}

actor SwordManTorsoBO : SwordManTorsoB
{
DesignatedTeam 2
Translation"192:192=104:104","198:198=128:128","202:202=104:104","199:199=128:128","250:250=138:138"
}

actor SwordManTorsoBP : SwordManTorsoB {
DesignatedTeam 3
Translation"192:192=229:229","198:198=232:232","202:202=229:229","199:199=232:232","250:250=214:214"
}


actor ReturningTorsoFlameB : BasicExplosion
{
Obituary "$OB_SWORDTORSO"
damagetype "FlameSwordBT"
RenderStyle "Normal"
Scale 3
States
{
Spawn:
TNT1 A 0 A_SpawnItemEx("FlameSwordBitBT",0,0,-10,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("FlameSwordBitBT",0,0,-10,0,0,0,60,1)
TNT1 A 0 A_SpawnItemEx("FlameSwordBitBT",0,0,-10,0,0,0,120,1)
TNT1 A 0 A_SpawnItemEx("FlameSwordBitBT",0,0,-10,0,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("FlameSwordBitBT",0,0,-10,0,0,0,240,1)
TNT1 A 0 A_SpawnItemEx("FlameSwordBitBT",0,0,-10,0,0,0,300,1)
TNT1 A 2 A_Explode(6,64,0,0,16)
TNT1 A 1 //A_SpawnItemEx("FlameSwordBitBT",0,0,0,0,0,0,60,1)
TNT1 A 2 A_Explode(6,64,0,0,24)
TNT1 A 1 //A_SpawnItemEx("FlameSwordBitBT",0,0,0,0,0,0,90,1)
TNT1 A 2 A_Explode(6,72,0,0,32)
TNT1 A 1 //A_SpawnItemEx("FlameSwordBitBT",0,0,0,0,0,0,120,1)
TNT1 A 2 A_Explode(6,80,0,0,40)
TNT1 A 1 //A_SpawnItemEx("FlameSwordBitBT",0,0,0,0,0,0,150,1)
TNT1 A 2 A_Explode(6,88,0,0,44)
stop
}
}

actor FlameSwordBProtect : PowerProtection
{
Powerup.Duration 4
damagefactor "FlameSwordB", 0.8
}

actor ReturningTorsoB//: SwordManTorsoB
{
PROJECTILE
Obituary "$OB_SWORDTORSO"
damagetype "FlameSwordB"
+DONTSPLASH
+HEXENBOUNCE
+RIPPER
+NOTARGETSWITCH
+SKYEXPLODE
+NOINTERACTION
+SEEKERMISSILE
ReactionTime 525//1 minute
damage (0)
Radius 8
Height 8
Speed 35
scale 2.5
States
{
Spawn:
FHUB V 0
FHUB V 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
FHUB V 0 A_FaceTarget
goto Spawn4
Spawn4:
FHUB V 0 A_GiveToTarget("SwordAmmoDelay",1)
FHUB V 0 A_GiveToTarget("FlameFlag",1)
FHUB V 0 A_JumpIfCloser(70,"Returned")
FHUB V 0 A_PlaySound("weapon/flamesword",1,0.9)
FHUB VV 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB V 1
FHUB V 0 A_JumpIfCloser(70,"Returned")
FHUB VV 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB V 1

FHUB W 0 A_JumpIfCloser(70,"Returned")
FHUB W 0 A_PlaySound("weapon/flamesword",1,0.9)
FHUB WW 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB W 1
FHUB W 0 A_JumpIfCloser(70,"Returned")
FHUB WW 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB W 1 A_Explode(2,65,0,0,24)

FHUB X 0 A_JumpIfCloser(70,"Returned")
FHUB X 0 A_PlaySound("weapon/flamesword",1,0.9)
FHUB XX 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB X 1
FHUB X 0 A_JumpIfCloser(70,"Returned")
FHUB XX 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB X 1

FHUB Y 0 A_JumpIfCloser(70,"Returned")
FHUB Y 0 A_PlaySound("weapon/flamesword",1,0.9)
FHUB YY 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB Y 1
FHUB Y 0 A_JumpIfCloser(70,"Returned")
FHUB YY 0 A_SeekerMissile(90,90,SMF_PRECISE)
FHUB Y 1 A_Explode(2,65,0,0,24)

FHUB V 0 A_CountDown
FHUB V 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop

Death:
FHUB V 0 A_GiveToTarget("SwordmanSyncFlag",1)
FHUB V 0
FHUB V 1 A_PlaySoundEx("S3_K/MetalSpark","Weapon")
stop
Returned:
FHUB V 0 A_GiveToTarget("SwordAmmoDelay",1)
FHUB V 0 A_GiveToTarget("SwordmanSyncFlag",1)
FHUB V 0 A_TakeFromTarget("FlameFlag",999)
FHUB V 1 A_PlaySoundEx("weapon/adapterreturn","Body")
stop
}
}


actor TorsoVelocity : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveToTarget("FlameFlag",1)
TNT1 A 0 ACS_ExecuteAlways(800,0)

TNT1 A 0 //A_TakeFromTarget("TorsoSpeed",2)

/*TNT1 A 0 A_JumpIfInTargetInventory("SwordSlow5",1,"Slow5")
TNT1 A 0 A_JumpIfInTargetInventory("SwordSlow4",1,"Slow4")
TNT1 A 0 A_JumpIfInTargetInventory("SwordSlow3",1,"Slow3")
TNT1 A 0 A_JumpIfInTargetInventory("SwordSlow2",1,"Slow2")
TNT1 A 0 A_JumpIfInTargetInventory("SwordSlow1",1,"Slow1")*/

TNT1 A 0 A_ChangeVelocity(cos(pitch)*19,0,-sin(pitch)*19,3)
stop
Slow1:
TNT1 A 0 A_ChangeVelocity(cos(pitch)*(10+8),0,-sin(pitch)*(10+8),3)
stop
Slow2:
TNT1 A 0 A_ChangeVelocity(cos(pitch)*(10+7),0,-sin(pitch)*(10+7),3)
stop
Slow3:
TNT1 A 0 A_ChangeVelocity(cos(pitch)*(10+6),0,-sin(pitch)*(10+6),3)
stop
Slow4:
TNT1 A 0 A_ChangeVelocity(cos(pitch)*(10+5),0,-sin(pitch)*(10+5),3)
stop
Slow5:
TNT1 A 0 A_ChangeVelocity(cos(pitch)*(10+4),0,-sin(pitch)*(10+4),3)
stop
}
}

actor ReturningTorsoVelocity : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveToTarget("FlameFlag",1)
//TNT1 A 0 A_FaceTarget
TNT1 A 0 ACS_ExecuteAlways(799,0)
stop
}
}

actor FlameSwordCBM1Protect : PowerProtection
{
Powerup.Duration 20
damagefactor "FlameSwordCBM1", 0.0
}

actor FlameSwordCBM2Protect : PowerProtection
{
Powerup.Duration 20
damagefactor "FlameSwordCBM2", 0.0
}

actor FlameSwordCBM3Protect : PowerProtection
{
Powerup.Duration 20
damagefactor "FlameSwordCBM3", 0.0
}

actor SwordM_FlameSword
{
Translation "192:192=219:219","198:198=43:43" 
PROJECTILE
+RIPPER
+THRUACTORS
+BRIGHT
damage (0)
height 12
radius 12
Speed 52
scale 3.5
reactiontime 1
states
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SpawnItemEx("SwordM_FlameSwordTrail",-20,0,0,5,0,0,0,1)
SpawnLOOP:
TNT1 AAAAAA 1 A_SpawnItemEx("SwordM_FlameSwordTrail",-20,0,0,5,0,0,0,1)
TNT1 A 1 A_CountDown
wait
//Goto Death
Death:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
Death2:
X_8C AABCD 2
stop
}
}

actor SwordM_FlameSword2 : SwordM_FlameSword
{
RenderStyle "Translucent"
Alpha 0.9
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SpawnItemEx("SwordM_FlameSwordTrail2",-20,0,0,5,0,0,0,1)
SpawnLOOP:
TNT1 AAAAAA 1 A_SpawnItemEx("SwordM_FlameSwordTrail2",20,0,0,-5,0,0,0,1)
TNT1 A 1 A_CountDown
wait
}
}

actor SwordM_FlameSword3 : SwordM_FlameSword
{
RenderStyle "Translucent"
Alpha 0.9
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_SpawnItemEx("SwordM_FlameSwordTrail3",-20,0,0,5,0,0,0,1)
SpawnLOOP:
TNT1 AAAAAA 1 A_SpawnItemEx("SwordM_FlameSwordTrail3",0,0,0,0,0,-5,0,1)
TNT1 A 1 A_CountDown
wait
}
}

actor SwordM_FlameSwordTrail
{
PROJECTILE
damagetype "FlameSwordCBM1"
Obituary "$OB_FLAMESWORD"
+FORCEXYBILLBOARD
Bouncetype Classic
+BOUNCEONWALLS
-BOUNCEONFLOORS
+NOEXPLODEFLOOR
+RIPPER
+BRIGHT
Bouncecount 2
BounceFactor 1.0
WallBounceFactor 1.0
ReactionTime 1
damage (16) 
radius 15
height 15
Speed 20
scale 3
States
{
Spawn:
X_8C E 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
TNT1 A 0 A_ChangeVelocity(5,-10,0,3)
X_8C EFGE 1
SpawnLOOP:
X_8C E 0 //A_ChangeVelocity(10,-25,0,3)
X_8C FGE 1 
X_8C E 0 A_CountDown
loop
Death:
TNT1 A 0
stop
}
}

actor SwordM_FlameSwordTrail2 : SwordM_FlameSwordTrail
{
damagetype "FlameSwordCBM2"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
TNT1 A 0 A_ChangeVelocity(10,10,0,3)
X_8C EFGE 1
SpawnLOOP:
X_8C E 0 //A_ChangeVelocity(10,25,0,3)
X_8C FGE 1 
X_8C E 0 A_CountDown
loop
}
}

actor SwordM_FlameSwordTrail3 : SwordM_FlameSwordTrail
{
damagetype "FlameSwordCBM3"
damage (22)
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
TNT1 A 0 //A_ChangeVelocity(10,10,0,3)
X_8C EFGE 1
SpawnLOOP:
X_8C E 0 //A_ChangeVelocity(10,25,0,3)
X_8C FGE 1 
X_8C E 0 A_CountDown
loop
}
}

actor FlameSwordBitBT
{
Translation "192:192=219:219","198:198=43:43"
+THRUACTORS
+NOGRAVITY
+CLIENTSIDEONLY
-SOLID
damage 0
Height 2
Radius 2
scale 7
States
{
Spawn:
X_7H P 1 A_Setangle(angle-1500/30)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_ChangeVelocity(10,0,6,CVF_RELATIVE)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_Setangle(angle-1590/30)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_ChangeVelocity(10,0,6,CVF_RELATIVE)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_Setangle(angle-1680/30)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_ChangeVelocity(10,0,6,CVF_RELATIVE)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_Setangle(angle-1770/30)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_ChangeVelocity(10,0,6,CVF_RELATIVE)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_Setangle(angle-1860/30)
TNT1 A 0 A_SpawnItemEx("FlameSwordTrailT",-20,0,0,5,0,0,0,1)
X_7H P 1 A_ChangeVelocity(10,0,6,CVF_RELATIVE)
goto Spawn2
Spawn2:
X_7H P 1 A_Fadeout(25.0)
loop
}
}

actor FlameSwordTrailT :  SwordM_FlameSwordTrail
{
+CLIENTSIDEONLY
Damage (0)
radius 6
height 6
Speed 20
scale 2.5 
States
{
Spawn:
X_8C E 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
TNT1 A 0 A_ChangeVelocity(5,-10,0,3)
X_8C EF 1
SpawnLOOP:
X_8C E 0 A_ChangeVelocity(10,-25,0,3)
X_8C GEFG 1 
stop
}
}

actor FlameSwordBitB
{
Translation "192:192=219:219","198:198=43:43"
+THRUACTORS
-NOGRAVITY
+CLIENTSIDEONLY
-SOLID
damage 0
Height 2
Radius 2
scale 2.5
States
{
Spawn:
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
X_7H P 2
TNT1 A 2
stop
}
}

actor SwordM_FlameSwordB : SwordM_FlameSword{translation "192:192=205:205", "198:198=74:74"}
actor SwordM_FlameSwordR : SwordM_FlameSword{translation "192:192=171:171", "198:198=41:41"}
actor SwordM_FlameSwordO : SwordM_FlameSword{translation "192:192=104:104", "198:198=128:128"}
actor SwordM_FlameSwordP : SwordM_FlameSword{translation "192:192=229:229", "198:198=232:232"}

actor SwordM_FlameSword2B : SwordM_FlameSword2{translation "192:192=205:205", "198:198=74:74"}
actor SwordM_FlameSword2R : SwordM_FlameSword2{translation "192:192=171:171", "198:198=41:41"}
actor SwordM_FlameSword2O : SwordM_FlameSword2{translation "192:192=104:104", "198:198=128:128"}
actor SwordM_FlameSword2P : SwordM_FlameSword2{translation "192:192=229:229", "198:198=232:232"}

actor SwordM_FlameSword3B : SwordM_FlameSword3{translation "192:192=205:205", "198:198=74:74"}
actor SwordM_FlameSword3R : SwordM_FlameSword3{translation "192:192=171:171", "198:198=41:41"}
actor SwordM_FlameSword3O : SwordM_FlameSword3{translation "192:192=104:104", "198:198=128:128"}
actor SwordM_FlameSword3P : SwordM_FlameSword3{translation "192:192=229:229", "198:198=232:232"}

actor SwordCrashHelper : FastProjectile
{
PROJECTILE
speed 0
radius 5
height 5
damage (0)
+THRUACTORS
+STEPMISSILE
+SKYEXPLODE
maxstepheight 999
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_Recoil(-160)
TNT1 A 1 A_ChangeVelocity(0,0,300)
Death:
TNT1 A 0
JCLA A 0 A_SpawnItemEx("SwordCrash",0,0,0,0,0,0,0,1)
stop
}
}

actor SwordCrash
{
PROJECTILE
Obituary "%o was sculpted by %k's Statue Smash."
damagetype "SwordM_StatueSmash"
-NOGRAVITY
+THRUACTORS 
+SKYEXPLODE   
damage(0)
speed 30
Radius 4
Height 4
scale 0.5
const int SPD = 25;
States
{
Spawn:
TNT1 AA 0
POWB H 0 A_PlaySoundEx("weapon/deepdiggerdig", "weapon")
Create:
TNT1 A 0 A_JumpIfInventory("CutterFlag",10,"Spawn2")
STTU A 1 A_SetScale(ScaleX+0.2)
TNT1 A 0 A_Stop
TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SwordStoneRedirectorFX",250-(ScaleX*100),250-(ScaleX*100),frandom(-scalex*100,scalex*100)/(ScaleX*ScaleX),0,0,0,random(0,359),1)
TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SwordStoneRedirectorFX2",250-(ScaleX*100),250-(ScaleX*100),frandom(-scalex*100,scalex*100)/(ScaleX*ScaleX),0,0,0,random(0,359),1)
TNT1 A 0 A_GiveInventory("CutterFlag",1)
loop
Spawn2:
TNT1 A 0 A_ChangeFlag("THRUACTORS",1)
TNT1 A 0 A_PlaySound("misc/catcherdrop",1,0.8)
TNT1 A 0 A_ChangeVelocity(0,0,-40) 
TNT1 A 0 A_SpawnItemEx("SwordStatueExtraHitbox",0,0,0,Random(-5,5),Random(-5,5),-40)
STTU A 1 A_JumpIfInTargetInventory("StatueSmashHitSomething",1,"Death")
Goto Spawn2+3
Death:
STTU A 1
TNT1 A 0 A_PlaySound("weapon/GutsmanToss", "Weapon")
TNT1 A 0 A_SpawnItemEx("BrokenSwordManStatueA",0,0,32,Random(-SPD,SPD),0,Random(-SPD,SPD),Random(0,359),1)
TNT1 A 0 A_SpawnItemEx("BrokenSwordManStatueB",0,0,32,Random(-SPD,SPD),0,Random(-SPD,SPD),Random(0,359),1)
TNT1 A 0 A_SpawnItemEx("BrokenSwordManStatueC",0,0,32,Random(-SPD,SPD),0,Random(-SPD,SPD),Random(0,359),1)
TNT1 A 0 A_SpawnItemEx("BrokenSwordManStatueD",0,0,32,Random(-SPD,SPD),0,Random(-SPD,SPD),Random(0,359),1)
TNT1 A 0 A_SpawnItemEx("BrokenSwordManStatueE",0,0,32,Random(-SPD,SPD),0,Random(-SPD,SPD),Random(0,359),1)
TNT1 A 0 A_PlaySoundEx("misc/quake","weapon")  
TNT1 A 0 A_Explode(35,125,0,0,125)
TNT1 A 20 
stop 
}
}
 
actor SwordM_StatueSmashPowerProtectToavoidThatWeirdBugThatIBeenTryingToFixFor3Patches : PowerProtection
{
Powerup.Duration 10
damagefactor "SwordM_StatueSmash", 0.0
} 
 
ACTOR SwordStatueExtraHitbox
{
  Radius 65
  Height 65
  Speed 5
  Damage (0)
  Projectile
  SCALE 5
  renderstyle none
+NOEXPLODEFLOOR
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+BOUNCEONFLOORS
  States
  {
  Spawn:
    SWOM A 0
    SWOM A 1
    Stop
  Death:
    ROLL A 1 A_GiveToTarget("StatueSmashHitSomething",1)
    ROLL A 12
    Stop
  }
}

ACTOR StatueSmashHitSomething : Powerup
{
 Powerup.Duration 5
} 

actor SwordStoneRedirectorFX : BasicClientSide
{
+FORCEXYBILLBOARD
States
{
Spawn:
POWB UV 3
POWB V 1 A_FadeOut(0.3)
wait
}
}

actor SwordStoneRedirectorFX2 : SwordStoneRedirectorFX
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 //A_ScaleVelocity(0.00390625)
POWB VU 3
POWB U 1 A_FadeOut(0.3)
wait
}
}

actor BrokenSwordManStatueA
{
+MISSILE
+RIPPER
+THRUACTORS
+CLIENTSIDEONLY
+FLOORCLIP
Damage (0)
Scale 2.5
Height 5
Radius 5
-NOGRAVITY
+BOUNCEONFLOORS
+DOOMBOUNCE
bouncefactor 0.5
Bouncecount 2
States
{
Spawn:
TNT1 AA 0
STTU B 2
TNT1 A 2
loop
Death:
XDeath:
TNT1 A 0
stop
}
}

actor BrokenSwordManStatueB : BrokenSwordManStatueA
{
States
{
Spawn:
TNT1 AA 0
STTU C 2
TNT1 A 2
loop
}
}

actor BrokenSwordManStatueC : BrokenSwordManStatueA
{
States
{
Spawn:
TNT1 AA 0
STTU D 2
TNT1 A 2
loop
}
}

actor BrokenSwordManStatueD : BrokenSwordManStatueA
{
States
{
Spawn:
TNT1 AA 0
STTU E 2
TNT1 A 2
loop
}
}

actor BrokenSwordManStatueE : BrokenSwordManStatueA
{
States
{
Spawn:
TNT1 AA 0
STTU F 2
TNT1 A 2
loop
}
}

actor SwordLeggers
{
Translation "192:192=104:104","198:198=128:128","249:249=130:130"
PROJECTILE
damagetype "Mercury_Blob"
Obituary "$OB_MERCURYBLOB"
-NOGRAVITY
+NOEXPLODEFLOOR
+EXPLODEONWATER
+DONTREFLECT
+NOTARGETSWITCH
+THRUSPECIES
+NOCLIP
+FLOORHUGGER
/*
Bouncetype Classic
-BOUNCEONWALLS
-BOUNCEONFLOORS
-BOUNCEONCEILINGS
-ALLOWBOUNCEONACTORS
+CANBOUNCEWATER
BounceFactor 1.0
WallBounceFactor 1.0

//bouncecount 5*/
reactiontime 210
species "Mercury"
Damage (0)
radius 1
height 1
speed 1
scale 2.5
States
{
Spawn:
MRCR EE 0 
MRCR E 0 
SWOM N 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
SWOM N 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
SWOM O 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
SWOM O 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
SpawnLOOP:
SWOM P 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR A 0 A_CountDown 
SWOM P 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR E 0 A_CountDown
SWOM Q 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR E 0 A_CountDown
SWOM Q 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR E 0 A_CountDown
SWOM N 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR E 0 A_CountDown
SWOM N 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR E 0 A_CountDown
SWOM O 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR E 0 A_CountDown
SWOM O 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_TOFLOOR|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)//A_ChangeVelocity(30,0,0,3)
TNT1 A 0 A_JumpIfInTargetInventory("SwordReconnect",1,"Give")
MRCR E 0 A_CountDown
MRCR E 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
Give:
TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
TNT1 A 0 A_PlaySound("weapon/adapterreturn",1)
SWOM O 1 
stop
Death:
TNT1 A 1 
stop
}
}

actor SwordmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoB",0,0,0,-2)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoBB",0,0,0,-2)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoBR",0,0,0,-2)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoBO",0,0,0,-2)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoBP",0,0,0,-2)
goto Done
}
}

actor SwordmanMain1_CI : TeamColor_CI
{
states
{//A_FireCustomMissile("SwordM_FlameSword",50,0,-16,0,0,-10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",50,0,-16,0,0,-10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordB",50,0,-16,0,0,-10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordR",50,0,-16,0,0,-10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordO",50,0,-16,0,0,-10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordP",50,0,-16,0,0,-10)
goto Done
}
}

actor SwordmanMain2_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",25,0,-8,0,0,-5)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",25,0,-8,0,0,-5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordB",25,0,-8,0,0,-5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordR",25,0,-8,0,0,-5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordO",25,0,-8,0,0,-5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordP",25,0,-8,0,0,-5)
goto Done
}
}

actor SwordmanMain3_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",0,0,0,0,0,0)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",0,0,0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordB",0,0,0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordR",0,0,0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordO",0,0,0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordP",0,0,0,0,0,0)
goto Done
}
}

actor SwordmanMain4_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",-25,0,8,0,0,10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",-25,0,8,0,0,5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordB",-25,0,8,0,0,5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordR",-25,0,8,0,0,5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordO",-25,0,8,0,0,5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordP",-25,0,8,0,0,5)
goto Done
}
}

actor SwordmanMain5_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",-50,0,16,0,0,20)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword",-50,0,16,0,0,10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordB",-50,0,16,0,0,10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordR",-50,0,16,0,0,10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordO",-50,0,16,0,0,10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSwordP",-50,0,16,0,0,10)
goto Done
}
}

actor SwordmanMain1a_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("FlameSword2B",-50,0,16,0,0,20)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",-50,0,-16,0,0,-10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2B",-50,0,-16,0,0,-10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2R",-50,0,-16,0,0,-10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2O",-50,0,-16,0,0,-10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2P",-50,0,-16,0,0,-10)
goto Done
}
}
actor SwordmanMain2a_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",-25,0,8,0,0,10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",-25,0,-8,0,0,-5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2B",-25,0,-8,0,0,-5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2R",-25,0,-8,0,0,-5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2O",-25,0,-8,0,0,-5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2P",-25,0,-8,0,0,-5)
goto Done
}
}
actor SwordmanMain3a_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",0,0,0,0,0,0)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",0,0,0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2B",0,0,0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2R",0,0,0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2O",0,0,0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2P",0,0,0,0,0,0)
goto Done
}
}
actor SwordmanMain4a_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",25,0,-8,0,0,-5)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",25,0,8,0,0,5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2B",25,0,8,0,0,5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2R",25,0,8,0,0,5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2O",25,0,8,0,0,5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2P",25,0,8,0,0,5)
goto Done
}
}
actor SwordmanMain5a_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",50,0,-16,0,0,-10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",50,0,16,0,0,10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2B",50,0,16,0,0,10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2R",50,0,16,0,0,10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2O",50,0,16,0,0,10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2P",50,0,16,0,0,10)
goto Done
}
}

actor SwordmanMainX1_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",50,0,-16,0,0,-10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3",0,0,0,16,0,10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3B",0,0,0,16,0,10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3R",0,0,0,16,0,10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3O",0,0,0,16,0,10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3P",0,0,0,16,0,10)
goto Done
}
}

actor SwordmanMainX2_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",50,0,-16,0,0,-10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3",0,0,0,8,0,5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3B",0,0,0,8,0,5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3R",0,0,0,8,0,5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3O",0,0,0,8,0,5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3P",0,0,0,8,0,5)
goto Done
}
}

actor SwordmanMainX3_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",50,0,-16,0,0,-10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3",0,0,0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3B",0,0,0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3R",0,0,0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3O",0,0,0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3P",0,0,0,0,0,0)
goto Done
}
}

actor SwordmanMainX4_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",50,0,-16,0,0,-10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3",0,0,0,-8,0,-5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3B",0,0,0,-8,0,-5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3R",0,0,0,-8,0,-5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3O",0,0,0,-8,0,-5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3P",0,0,0,-8,0,-5)
goto Done
}
}

actor SwordmanMainX5_CI : TeamColor_CI
{
states
{//TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword2",50,0,-16,0,0,-10)
FireX:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3",0,0,0,16,0,10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3B",0,0,0,16,0,10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3R",0,0,0,16,0,10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3O",0,0,0,16,0,10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordM_FlameSword3P",0,0,0,16,0,10)
goto Done
}
}
