actor NovaBeamBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_VJ"
dropitem "NovaBeamWepCDropped"//WAAHH WAAHHHH WHERES MY NOVA BEAAAAAMMM I WANT MY BEAMIES!!! MY HECKIN BEAMIES
Weapon.AmmoUse 15
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "$OB_SUNGODSLAM"
Inventory.Pickupmessage "MELT IN THE SUN MELT IN THE SUN WHO WANTS TO COME WITH ME AND MELT IN THE SUN"
weapon.ammotype "NuclearOverclockAmmo"
weapon.ammotype2 "NuclearOverheatAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_00 X 1
loop
Ready:
SUHA A 0
SUHA A 0 ACS_ExecuteAlways(998,0,DYE_SUNSTAR)
SUHA A 0 A_GunFlash
goto Ready1
Ready1:
SUHA D 0 A_JumpIfInventory("NuclearOverheatAmmo",35,"Ready2")
SUHA A 3 A_WeaponReady(WRF_NOSECONDARY)
SUHA A 0 A_GiveInventory("NuclearOverclockAmmo",2)
loop
Ready2:
SUHA D 0 A_JumpIfInventory("NuclearOverheatAmmo",140,"Ready3")
SUHA A 3 A_WeaponReady
SUHA A 0 A_GiveInventory("NuclearOverclockAmmo",2)
goto Ready1
Ready3:
SUHA A 3 A_WeaponReady(WRF_ALLOWRELOAD)
SUHA A 0 A_GiveInventory("NuclearOverclockAmmo",2)
goto Ready1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SUHA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SUHA A 1 A_Raise
Loop
Fire:
SUHA D 0 A_JumpIfInventory("IsBot",1,"BotCheck")
goto FireNotABot
BotCheck:
//SUHA D 0 A_JumpIfInventory("NuclearOverheatAmmo",35,"Altfire")
SUHA D 0 A_JumpIfInventory("NuclearOverheatAmmo",140,"Reload")
FireNotABot:
SUHA D 0 A_JumpIfInventory("IonStormFlag",1,"FireLaser")
SUHA D 0 A_JumpIfNoAmmo("NoAmmoFire")
S_UN F 0 A_PlaySoundEx("weapon/sunstardyson", "Weapon")
SUHA B 0 A_GiveInventory("SunstarMain_CI")
SUHA BCCCCCCB 2
SUHA A 16 A_Gunflash("Flash_Temp")
Goto Ready1
NoAmmoFire:
SUHA C 0 A_PlaySoundEx("misc/sunstargroundflame","Weapon")
SUHA B 0 A_GiveInventory("SunstarMainMini_CI")
SUHA BCCB 2
Goto Ready1
FireLaser:
SLZH B 0 SetPlayerProperty(0,1,3)
TNT1 A 0 A_PlaySoundEx("misc/sunstarbeamcharge","SoundSlot6")
SUHA KL 25 A_GiveInventory("IonStormSpeed")
ERO8 B 0 ACS_ExecuteAlways(444,0,8,10)//C_JAX_SPECTRUM_SET1
ERO8 B 0 ACS_ExecuteAlways(445,0,angle,pitch)//C_JAX_SPECTRUM_SET2
goto EvilAlt0_0
EvilAlt0_0:
TNT1 A 0 A_Stop
SLZH B 0 SetPlayerProperty(0,1,0)
ERO8 B 0 A_PlaySoundEx("misc/sunstarbeamloop","SoundSlot6")
SUHA MN 1 A_GiveInventory("SunstarMainIon_CI",1)
ERO8 N 0 A_Refire("EvilAlt0_2")
goto NovaBeamEnd
EvilAlt0_2:
TNT1 A 0 A_Stop
SUHA MN 1 A_GiveInventory("SunstarMainIon_CI",1)
ERO8 N 0 A_Refire("EvilAlt0_3")
goto NovaBeamEnd
EvilAlt0_3:
TNT1 A 0 A_Stop
SUHA MN 1 A_GiveInventory("SunstarMainIon_CI",1)
ERO8 N 0 A_JumpIfInventory("IonStormFlag",1,"EvilAlt0_6")
goto NovaBeamEnd
EvilAlt0_6:
ERO8 K 0 A_Refire("EvilAlt0_0")
NovaBeamEnd:
SLZH B 0 SetPlayerProperty(0,0,3)
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,15,1)
TNT1 A 0 A_PlaySoundEx("misc/sunstarbeam","SoundSlot6")
SUHA MMMLLLLKKKKK 2
SLZH B 0 SetPlayerProperty(0,0,0)
SUHA D 0 A_JumpIfInventory("IonStormFlag",1,"ReadyIon")
goto Ready1

FireRat:
TNT1 A 0 A_PlaySoundEx("wep/SolarM_Charge","Weapon")
SUHA A 0 A_GiveInventory("SunstarAltIon_CI")
SUHA KLMMMMMMMMMLK 3
SUHA D 0 A_JumpIfInventory("IonStormFlag",1,"ReadyIon")
goto Ready1

Altfire:
SUHA D 0 A_JumpIfInventory("IonStormFlag",1,"FireRat")
TCCC A 0 ACS_NamedExecuteWithResult("BULL_SetState",1)
SUHA D 1 
AltfireStart.a:
SGOD I 0 A_PlaySoundEx("misc/bigstomp", "Weapon")
SUHA E 1 offset(0,42)A_GiveInventory("Sunstar_AltBoost_P")
SUHA D 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",70,"AltfireFlashingStart")
SUHA E 1 offset(0,42)A_GiveInventory("Sunstar_AltBoost_P")
SUHA D 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",70,"AltfireFlashingStart")
SUHA E 1 offset(0,42)A_GiveInventory("Sunstar_AltBoost_P")
SUHA D 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",70,"AltfireFlashingStart")
DKN2 D 0 A_Jumpif(CallACS("CCBM_ButtonCheck",BT_ALTATTACK) == True,"AltfireStart.b")
goto AltfireEnd
AltfireStart.b:
SGOD I 0 A_PlaySoundEx("misc/bigstomp", "Weapon")
SUHA E 1 offset(0,32)A_GiveInventory("Sunstar_AltBoost_P")
SUHA D 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",70,"AltfireFlashingStart")
SUHA E 1 offset(0,32)A_GiveInventory("Sunstar_AltBoost_P")
SUHA D 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",70,"AltfireFlashingStart")
SUHA E 1 offset(0,32)A_GiveInventory("Sunstar_AltBoost_P")
SUHA D 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",70,"AltfireFlashingStart")
DKN2 D 0 A_Jumpif(CallACS("CCBM_ButtonCheck",BT_ALTATTACK) == True,"AltfireStart.a")
goto AltfireEnd
AltfireFlashingStart:
SUHA E 0 A_GiveInventory("SGod_BasicArmor_P")
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)
AltfireFlashing.a:
SGOD I 0 A_PlaySoundEx("misc/bigstomp", "Weapon")
SUHA F 1 offset(0,42)A_GiveInventory("Sunstar_AltBoost_P")
SUHA F 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",140,"SunGodSlam")
SUHA G 1 offset(0,42)A_GiveInventory("Sunstar_AltBoost_P")
SUHA F 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",140,"SunGodSlam")
SUHA F 0 A_Jumpif(CallACS("CCBM_ButtonCheck",BT_ALTATTACK) == True,"AltfireFlashing.b")
goto AltfireNotSlammingYetEnd
AltfireFlashing.b:
SGOD I 0 A_PlaySoundEx("misc/bigstomp", "Weapon")
SUHA G 1 offset(0,32)A_GiveInventory("Sunstar_AltBoost_P")
SUHA G 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",140,"SunGodSlam")
SUHA F 1 offset(0,32)A_GiveInventory("Sunstar_AltBoost_P")
SUHA G 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",140,"SunGodSlam")
SUHA G 0 A_Jumpif(CallACS("CCBM_ButtonCheck",BT_ALTATTACK) == True,"AltfireFlashing.a")
goto AltfireNotSlammingYetEnd
SunGodSlam:
SUHA A 0 A_PlaySoundEx("weapon/sungodslamroll","Body",1)
TNT1 A 0 A_SetUserVar("user_wepangle",angle)
PLUH H 0 A_ChangeFlag("SOLID",0)
PLUH H 0 A_ChangeFlag("THRUSPECIES",1)
SUHA H 1 A_TakeInventory("UnSolid",1)
SUHA I 0 A_GiveInventory("SunstarAltInv_P")
SunGodSlamLoop.a:
SUHA I 1 A_GiveInventory("Sunstar_AltBoost_P")
//SUHA I 0 A_GiveInventory("SunstarAlt_CI")
TNT1 A 0 A_SpawnItemEX("SunGodSlam",0,0,8,momx,momy,momz,0,8,0)
SUHA A 0 A_JumpIfInventory("NuclearOverheatAmmo",1,"SunGodCan.a")
goto AltfireSlamEnd
SunGodCan.a:
SUHA A 0 A_JumpIfInventory("BasicArmor",1,1)
goto AltfireSlamEnd
DKN2 I 0 A_Jumpif(CallACS("CCBM_ButtonCheck",BT_ALTATTACK) == True,"SunGodSlamLoop.b")
goto AltfireSlamEnd
SunGodSlamLoop.b:
SUHA J 1 A_GiveInventory("Sunstar_AltBoost_P")
SUHA I 0 A_GiveInventory("SunstarAltInv_P")
TNT1 A 0 A_SpawnItemEX("SunGodSlam",0,0,8,momx,momy,momz,0,8,0)
SUHA A 0 A_JumpIfInventory("NuclearOverheatAmmo",1,"SunGodCan.b")
goto AltfireSlamEnd
SunGodCan.b:
SUHA A 0 A_JumpIfInventory("BasicArmor",1,1)
goto AltfireSlamEnd
DKN2 J 0 A_Jumpif(CallACS("CCBM_ButtonCheck",BT_ALTATTACK) == True,"SunGodSlamLoop.a")
goto AltfireSlamEnd
AltfireSlamEnd:
//SUHA D 0 A_GiveInventory("BallCooldownSlow")
SUHA A 0 A_PlaySoundEx("misc/sunstarwrathwave","Body")
SUHA IH 1
AltfireNotSlammingYetEnd:
SUHA GFGF 1
AltfireEnd:
TCCC A 0 ACS_NamedExecuteWithResult("BULL_SetState",3)
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,15,1)
TNT1 A 0 A_ChangeFlag("THRUSPECIES",0)
TNT1 A 0 A_SpawnItemEx("ResolidifyPlayer_H")
SUHA EE 2 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 A_TakeInventory("CaliforniaDrugDealsAmmo",140)
SUHA DAAAAAAAAAAAAAAAAAAAAAAA 1 A_TakeInventory("BasicArmor",4)
Goto Ready1

Reload:
SUHA A 0 A_Gunflash("Flash_Jump")
SUHA A 0 A_PlaySoundEx("weapon/searchdash","Body")
SUHA A 24 A_ChangeVelocity(0,0,16)
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,0,1)
SLZH B 0 SetPlayerProperty(0,1,0)
SLZH B 0 SetPlayerProperty(0,1,3)
SUHA K 0 A_Stop
SUHA A 0 A_PlaySoundEx("weapon/sungodstart","Body")
TCCC A 0 ACS_NamedExecuteWithResult("BULL_SetState",3)
SUHA K 0 A_Gunflash("Flash_Ion")
SUHA KL 2
SUHA MNMNMNMNMN 2
TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,15,1)
SLZH B 0 SetPlayerProperty(0,0,3)
SLZH B 0 SetPlayerProperty(0,0,0)
SUHA LK 2
goto ReadyIon

ReadyIon:
SUHA K 2 A_WeaponReady
SUHA A 0 A_GiveInventory("NuclearOverclockAmmo",2)
SUHA D 0 A_JumpIfInventory("NuclearOverheatAmmo",1,"ReadyIon")
goto Ready1

Flash:
TNT1 AAAAA 2 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",1,"Flash")
TNT1 A 0 A_GiveInventory("NuclearOverheatAmmo",2)
loop
Flash_Temp:
SUHA A 0 A_PlaySound("weapon/sunstarcooldown",CHAN_BODY,0.15)
SUHA SSTTU 2 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_GiveInventory("NuclearOverheatAmmo",2)
SUHA UVV 2 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 AA 2 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_GiveInventory("NuclearOverheatAmmo",2)
Goto Flash
Flash_Jump:
SUHA OP 2
wait
Flash_Ion:
TNT1 A 0 A_GiveInventory("ShieldCheck")
SUHA Q 2 A_SpawnItemEX("IonStormWarper",0,0,42,0,0,0,0,1)
//TNT1 A 0 A_PlaySoundEx("misc/sunstarwrathloop","Body",1)
Flash_IonLoop:
TNT1 A 0 A_SpawnItemEX("IonStorm",0,0,42,0,0,0,0,1)
TNT1 A 0 A_GiveInventory("IonStormFlag")
NEPH A 0 A_JumpIfInventory("IsBot",1,"LOL")
SUHA QQ 1 A_SpawnItemEX("IonSpark",0,0,42,frandom(0,5),0,frandom(20,80),frandom(0,359),1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_TakeInventory("NuclearOverheatAmmo",1)
SUHA RR 1 A_SpawnItemEX("IonSpark",0,0,42,frandom(0,5),0,frandom(20,80),frandom(0,359),1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_TakeInventory("NuclearOverheatAmmo",1)
TNT1 A 0 A_GiveInventory("IonStormFlag")
NEPH A 0 A_JumpIfInventory("IsBot",1,"LOL")
SUHA QQ 1 A_SpawnItemEX("IonSpark",0,0,42,frandom(0,5),0,frandom(20,80),frandom(0,359),1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_TakeInventory("NuclearOverheatAmmo",1)
SUHA RR 1 A_SpawnItemEX("IonSpark",0,0,42,frandom(0,5),0,frandom(20,80),frandom(0,359),1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_TakeInventory("NuclearOverheatAmmo",1)
TNT1 A 0 A_JumpIfInventory("NuclearOverheatAmmo",1,"Flash_IonLoop")
//TNT1 A 0 A_StopSoundEx("Body")
TNT1 A 0 A_TakeInventory("IonStormFlag")
SUHA A 0 A_PlaySoundEx("misc/sunstarwrathwave","Body")
SUHA O 2 A_TakeInventory("ShieldCheck")
Goto Flash
LOL:
TNT1 A 0 A_GiveInventory("CriticalDeath",1)
TNT1 A 0 A_PlaySound("misc/sunstarbeamloop",CHAN_WEAPON,1,1)
TNT1 A 0 A_SpawnItemEx("NovaBeamDSpawn", 82, 4, 14,0,0,0,random(1,36)*10)
TNT1 A 0 A_SpawnItemEx("NovaBeamCSpawn", 82, 4, 14,0,0,0,random(1,36)*10)
TNT1 AA 0 A_SpawnItemEX("GrenademanDeathBoom",frandom(-500,500),frandom(-500,500),frandom(-100,100),0,0,0,0,1)
TNT1 A 0 A_Log("\c[mollypink]FUNNY THUG :DDDDDDDDDDDDD")
TNT1 AAA 1 DamageThing(50)
loop
NoFlash:
TNT1 A 0
stop
}
}

actor NuclearOverclockAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 120
+INVENTORY.IGNORESKILL
}

actor NuclearOverheatAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 140
+INVENTORY.IGNORESKILL
}

actor CaliforniaDrugDealsAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 140
+INVENTORY.IGNORESKILL
}

actor SunstarFireStopFlag : OnceC{}

actor SunstarFireStopFlag2 : SunstarFireStopFlag {}

actor IonStormSpeed : PowerSpeed
{
powerup.duration 20
Speed 0.5
+POWERSPEED.NOTRAIL
}

actor IonStormFlag : Powerup
{
powerup.duration 5
}

actor BallCooldownSlow : PowerSpeed
{
powerup.duration 40
Speed 0.5
+POWERSPEED.NOTRAIL
}

actor SGod_BasicArmor_P : BasicArmorPickup
{
Armor.Savepercent 40.001
Armor.Saveamount 16
}

actor Sunstar_AltBoost_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SetUserVar("user_wepangle",ACS_ExecuteWithResult(812,ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM),angle,8))
TNT1 A 0 A_JumpIfInventory("CaliforniaDrugDealsAmmo",140,"Pickup2")
TNT1 A 0 A_GiveInventory("CaliforniaDrugDealsAmmo",1)
Pickup1:
TNT1 A 0 A_ChangeVelocity(8,0,momz,3)
stop
Pickup2:
TNT1 A 0 A_TakeInventory("NuclearOverheatAmmo",1)
TNT1 A 0 A_ChangeVelocity(32*cos(ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM)),32*sin(ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM)),momz,CVF_REPLACE)
stop
}
}

actor SunGodSlam
{
PROJECTILE
Damagetype "SunG_Slam"
Obituary "$OB_SUNGODSLAM"
+DONTSPLASH
+DONTBLAST
+NOEXPLODEFLOOR
+THRUGHOST
+DONTREFLECT
damage (12)
Radius 30
Height 60
scale 2.5
States
{
Spawn:
TNT1 A 1
stop
Crash:
XDeath:
TNT1 A 1 //A_GiveToTarget("CrackFlag",1)
stop
Death:
TNT1 A 1
Stop
}
}

actor SunG_FireBurn_PSNFlag : OnceC{}
actor SunG_FireBurn_PSN : C_PSN2{}
actor SunG_FireBurn_PSN0 : C_PSN2{}//Online desync

actor SunG_FireBurn_PSN1000:C_PSN2{}actor SunG_FireBurn_PSN1001:C_PSN2{}actor SunG_FireBurn_PSN1002:C_PSN2{}actor SunG_FireBurn_PSN1003:C_PSN2{}actor SunG_FireBurn_PSN1004:C_PSN2{}actor SunG_FireBurn_PSN1005:C_PSN2{}actor SunG_FireBurn_PSN1006:C_PSN2{}actor SunG_FireBurn_PSN1007:C_PSN2{}
actor SunG_FireBurn_PSN1008:C_PSN2{}actor SunG_FireBurn_PSN1009:C_PSN2{}actor SunG_FireBurn_PSN1010:C_PSN2{}actor SunG_FireBurn_PSN1011:C_PSN2{}actor SunG_FireBurn_PSN1012:C_PSN2{}actor SunG_FireBurn_PSN1013:C_PSN2{}actor SunG_FireBurn_PSN1014:C_PSN2{}actor SunG_FireBurn_PSN1015:C_PSN2{}
actor SunG_FireBurn_PSN1016:C_PSN2{}actor SunG_FireBurn_PSN1017:C_PSN2{}actor SunG_FireBurn_PSN1018:C_PSN2{}actor SunG_FireBurn_PSN1019:C_PSN2{}actor SunG_FireBurn_PSN1020:C_PSN2{}actor SunG_FireBurn_PSN1021:C_PSN2{}actor SunG_FireBurn_PSN1022:C_PSN2{}actor SunG_FireBurn_PSN1023:C_PSN2{}
actor SunG_FireBurn_PSN1024:C_PSN2{}actor SunG_FireBurn_PSN1025:C_PSN2{}actor SunG_FireBurn_PSN1026:C_PSN2{}actor SunG_FireBurn_PSN1027:C_PSN2{}actor SunG_FireBurn_PSN1028:C_PSN2{}actor SunG_FireBurn_PSN1029:C_PSN2{}actor SunG_FireBurn_PSN1030:C_PSN2{}actor SunG_FireBurn_PSN1031:C_PSN2{}
actor SunG_FireBurn_PSN1032:C_PSN2{}actor SunG_FireBurn_PSN1033:C_PSN2{}actor SunG_FireBurn_PSN1034:C_PSN2{}actor SunG_FireBurn_PSN1035:C_PSN2{}actor SunG_FireBurn_PSN1036:C_PSN2{}actor SunG_FireBurn_PSN1037:C_PSN2{}actor SunG_FireBurn_PSN1038:C_PSN2{}actor SunG_FireBurn_PSN1039:C_PSN2{}
actor SunG_FireBurn_PSN1040:C_PSN2{}actor SunG_FireBurn_PSN1041:C_PSN2{}actor SunG_FireBurn_PSN1042:C_PSN2{}actor SunG_FireBurn_PSN1043:C_PSN2{}actor SunG_FireBurn_PSN1044:C_PSN2{}actor SunG_FireBurn_PSN1045:C_PSN2{}actor SunG_FireBurn_PSN1046:C_PSN2{}actor SunG_FireBurn_PSN1047:C_PSN2{}
actor SunG_FireBurn_PSN1048:C_PSN2{}actor SunG_FireBurn_PSN1049:C_PSN2{}actor SunG_FireBurn_PSN1050:C_PSN2{}actor SunG_FireBurn_PSN1051:C_PSN2{}actor SunG_FireBurn_PSN1052:C_PSN2{}actor SunG_FireBurn_PSN1053:C_PSN2{}actor SunG_FireBurn_PSN1054:C_PSN2{}actor SunG_FireBurn_PSN1055:C_PSN2{}
actor SunG_FireBurn_PSN1056:C_PSN2{}actor SunG_FireBurn_PSN1057:C_PSN2{}actor SunG_FireBurn_PSN1058:C_PSN2{}actor SunG_FireBurn_PSN1059:C_PSN2{}actor SunG_FireBurn_PSN1060:C_PSN2{}actor SunG_FireBurn_PSN1061:C_PSN2{}actor SunG_FireBurn_PSN1062:C_PSN2{}actor SunG_FireBurn_PSN1063:C_PSN2{}


actor PainSunG_FireHit : BasicPoisonBase
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar("user_AMOUNT",1)
TNT1 A 0 A_SetUserVar("user_HIT",ACS_ExecuteWithResult(257,0))
TNT1 A 0 A_TransferPointer(2,0,2,2)
TNT1 A 0 A_SetUserVar("user_SOURCE", ACS_ExecuteWithResult(257,0))
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_POISONFOLLOW,user_HIT,-3,user_SOURCE)>=1, "Death")
TNT1 A 0 ACS_ExecuteAlways(C_POISONFOLLOW,0,user_HIT,302,user_SOURCE)
Goto DoT
DoT://16
TNT1 AAAAAAAAAAAAAAAA 1 A_JumpIfInventory("CollideFlag",1,"Death")

TNT1 A 0 Thing_Move(0,user_HIT,1)
TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SunGodBurnFX",random(24,36),0,random(16,40),0,0,0,random(0,359),1)
TNT1 A 0 A_SpawnItemEX("SunG_FireBurn",0,0,28)
loop
}
}

actor SunGodBurnFX : BasicClientSide
{
Translation "192:192=215:215", "198:198=227:227"
+BRIGHT
scale 1.5
alpha 0.5
states
{
Spawn:
TNT1 AA 0
SGSL D 1 ThrustThingZ(0,random(1,3),0,1)
SGSL D 1 A_FadeOut(0.05)
SGSL E 1 ThrustThingZ(0,random(1,3),0,1)
SGSL E 1 A_FadeOut(0.05)
loop
}
}

actor SunG_FireProtect : PowerProtection
{
Powerup.Duration 4
DamageFactor "SunG_Fire", 0.0
}

actor SunG_SlamProtect : PowerProtection
{
Powerup.Duration 70
DamageFactor "SunG_Slam", 0.0
}

actor SunG_FireBurn : BasicExplosion
{
damagetype "SunG_Afterburn"
Obituary "$OB_SUNGODBURN"
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(2,15,0,0,15)
stop
}
}

actor NeutronWave
{
translation "202:202=215:215", "199:199=227:227"
PROJECTILE
Obituary "$OB_SUNNUTWAVE"
Damagetype "SunG_Wave"
+RIPPER
+BRIGHT
damage (20)
Radius 20
Height 25
speed 24
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 AA 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnSTART:
NUWV ABAB 4 A_SpawnItemEx("OilPitIgnite",0,0,8)
NUWV A 0 A_PlaySoundEx("misc/sunstarexplode", "Body")
NUWV A 0 A_ScaleVelocity(2)
SpawnLOOP:
NUWV AABB 1 A_SpawnItemEX("NeutronWaveFX",0,frandom(-20,20),frandom(-25,25),0,0,0,0,1)
NUWV B 0 A_PlaySoundEx("misc/sunstargroundflame", "Voice")
TNT1 A 0 A_SpawnItemEX("NeutrinoWave",0,0,0,20,0,0,90,1)
TNT1 A 0 A_SpawnItemEX("NeutrinoWave",0,0,0,20,0,0,270,1)
loop
Death:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
NUWV CCDD 1 A_Setscale(scalex-0.5)
stop
}
}

actor NeutronWaveB : NeutronWave{translation "202:202=205:205", "199:199=74:74"}
actor NeutronWaveR : NeutronWave{translation "202:202=171:171", "199:199=41:41"}
actor NeutronWaveO : NeutronWave{translation "202:202=104:104", "199:199=128:128"}
actor NeutronWaveP : NeutronWave{translation "202:202=229:229", "199:199=232:232"}

actor NeutronWaveFX : BasicClientside
{
scale 1
+BRIGHT
States
{
Spawn:
TNT1 AA 0
NUWV GFE 2
stop
}
}

actor SunG_WaveProtect : PowerProtection
{
Powerup.Duration 18
DamageFactor "SunG_Wave", 0.0
}

actor NeutrinoWave : NeutronWave
{
translation "202:202=215:215", "199:199=227:227"
Obituary "$OB_SUNWAVEBIT"
Damagetype "SunG_WaveBit"
-RIPPER
+THRUACTORS
+DOOMBOUNCE
damage (10)
speed 25
Radius 20
Height 10
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
NUWV E 2 
NUWV FG 2 A_ChangeFlag("THRUACTORS",FALSE)
SpawnLOOP:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
NUWV HHIIJJII 1 A_ScaleVelocity(0.75)
goto Death
Death:
NUWV GGFFEE 1 A_ScaleVelocity(.75)
stop
}
}

actor NeutrinoWaveUser : NeutrinoWave{-THRUACTORS}

actor NeutrinoWaveUserB : NeutrinoWaveUser{translation "202:202=205:205", "199:199=74:74"}
actor NeutrinoWaveUserR : NeutrinoWaveUser{translation "202:202=171:171", "199:199=41:41"}
actor NeutrinoWaveUserO : NeutrinoWaveUser{translation "202:202=104:104", "199:199=128:128"}
actor NeutrinoWaveUserP : NeutrinoWaveUser{translation "202:202=229:229", "199:199=232:232"}

actor ScorchedEarthDropper
{
translation "202:202=215:215", "199:199=227:227"
PROJECTILE
Obituary "$OB_SUNSCEARTH"
Damagetype "SunG_Fire"
-NOGRAVITY
+THRUACTORS
+BRIGHT
damage (0)
Radius 1
Height 1
speed 0
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 AA 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
SUSV IJ 3
loop
Death:
SUSV F 2 A_PlaySoundEx("misc/sunstargroundflame", "Voice")
SUSV F 0 A_SpawnItemEX("ScorchedEarth",0,0,0,0,0,0,0,1)
stop
}
}

actor ScorchedEarthDropperB : ScorchedEarthDropper{translation "202:202=205:205", "199:199=74:74"}
actor ScorchedEarthDropperR : ScorchedEarthDropper{translation "202:202=171:171", "199:199=41:41"}
actor ScorchedEarthDropperO : ScorchedEarthDropper{translation "202:202=104:104", "199:199=128:128"}
actor ScorchedEarthDropperP : ScorchedEarthDropper{translation "202:202=229:229", "199:199=232:232"}

actor ScorchedEarth : ScorchedEarthDropper
{
translation "202:202=215:215", "199:199=227:227"
-THRUACTORS
+FLOORHUGGER
damage (4)
Radius 12
Height 10
speed 0
scale 2.5
reactiontime 20
States
{
Spawn:
TNT1 A 0
TNT1 AA 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLOOP:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
SUSV CD 3 A_Countdown
loop
Death:
SUSV EF 2
stop
}
}

actor ScorchedEarthB : ScorchedEarth{translation "202:202=205:205", "199:199=74:74"}
actor ScorchedEarthR : ScorchedEarth{translation "202:202=171:171", "199:199=41:41"}
actor ScorchedEarthO : ScorchedEarth{translation "202:202=104:104", "199:199=128:128"}
actor ScorchedEarthP : ScorchedEarth{translation "202:202=229:229", "199:199=232:232"}

actor ScorchedEarthIon : ScorchedEarth{reactiontime 10}

actor IonStormWarper : ShieldWarper_CBM
{
//+FORCEXYBILLBOARD
+BRIGHT
+NOTIMEFREEZE
states
{
Shield:
TNT1 A 0
SGCZ AABBCCDD 1 A_Warp(AAPTR_TARGET,-10,0,42,0,72)
loop
}
}

actor IonSpark
{
PROJECTILE
+BRIGHT
Obituary "$OB_SUNCONZONE"
Damagetype "SunG_Spark"
damage (4)
speed 0
Radius 5
Height 10
reactiontime 15
scale 3.5
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SGCZ EF 1
SpawnLOOP:
SGCZ EF 1 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor IonStorm : BasicExplosion
{
damagetype "SunG_Rain"
Obituary "$OB_SUNCONZONE"
Radius 5
Height 10
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/sungodrain","Weapon")
TNT1 A 0 A_Explode(4,360,0,0,120)//256//A_Explode(500,450,0)
Spawn2:
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 AAAAAAAA 0 A_SpawnItemEx("IonStormFX", random(-360,360), random(-360,360), 360, 0, 0, frandom(-45,-30), 45, 1)
TNT1 A 1
TNT1 A 0 A_StopSoundEx("Weapon")
stop
}
}

actor IonStormFX : IonSpark
{
+NOINTERACTION
+CLIENTSIDEONLY
reactiontime 15
scale 1.5
States
{
Spawn:
TNT1 AA 0
SpawnLOOP:
SGCZ GH 1 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor SunGammaRayStart
{
Translation "192:192=248:248", "198:198=227:227", "199:199=183:183"
PROJECTILE
Obituary "$OB_SUNGAMMARY"
DamageType "SunG_Beam"
+RIPPER
+BRIGHT
+DONTBLAST
+FORCEXYBILLBOARD
+DONTREFLECT
-CLIENTSIDEONLY
//+NONETID
-PAINLESS
damage (0)
Radius 11
Height 11
speed 30
scale 1.5
renderstyle add
states
{
Spawn:
GARY AA 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("SunGammaRay",0,0,0,momx,momy,momz,0,553)
TNT1 A 0 A_Stop
GARY A 1 A_Explode(8,32,0,0,32)
stop
Death:
GARY A 1 A_Explode(8,32,0,0,32)
stop
}
}

const int SUNSTAR_BEAMRANGE = 24;

actor SunGammaRay : SunGammaRayStart
{
states
{
Spawn:
TNT1 AA 0
JUPH S 0 A_SetPitch(pitch+1)
TNT1 A 0 A_JumpIf(pitch>SUNSTAR_BEAMRANGE,"ShutUp")
TNT1 A 0 A_SpawnItemEx("SunGammaRay",0,0,0,momx,momy,momz,0,553)
TNT1 A 0 A_Stop
GARY C 1 A_Explode(8,32,0,0,32)
stop
Death:
SMKS B 0 A_Quake(2,9,0,128)
//TNT1 A 0 A_PlaySound("misc/hugequake","Voice")
TNT1 AA 0 A_SpawnItemEx("UranusDeepDiggerSlamFX",random(0,32),0,0,random(5,10),0,random(5,10),random(0,359),1)
TNT1 A 5
stop
ShutUp:
GARY B 1 A_Explode(8,32,0,0,32)
stop
}
}

actor SunGammaRayStartB : SunGammaRayStart{translation "192:192=205:205","198:198=74:74","199:199=199:199"}
actor SunGammaRayStartR : SunGammaRayStart{translation "192:192=171:171","198:198=41:41","199:199=43:43"}
actor SunGammaRayStartO : SunGammaRayStart{translation "192:192=104:104","198:198=128:128","199:199=131:131"}
actor SunGammaRayStartP : SunGammaRayStart{translation "192:192=229:229","198:198=232:232","199:199=223:223"}

actor SunG_BeamProtect : PowerProtection
{
Powerup.Duration 4
DamageFactor "SunG_Beam", 0.0
}

actor SunRainWeaken : BasePowerDamage
{
Powerup.Duration 200
damagefactor "Normal", 0.80
}

actor SunRainWeakness : BasePowerWeak
{
Powerup.Duration 200
damagefactor "Normal",1.2
damagefactor "SunG_Rain", 1.0
}

actor PowerSun1Giver : BasicPowerupGiver
{
Powerup.Type "SunRainWeaken"
}

actor PowerSun2Giver : BasicPowerupGiver
{
Powerup.Type "SunRainWeakness"
}

actor SunWeaknessPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("SunRainWeaken",1,"Death")
TNT1 A 0 A_SpawnItemEx("SunWeakWatcher")
TNT1 A 0 A_GiveInventory("PowerSun1Giver",1)
TNT1 A 0 A_GiveInventory("PowerSun2Giver",1)
Death:
TNT1 A 0
stop
}
}

actor SunWeakWatcher : BasicHelper
{
States
{
Spawn:
TNT1 A 0 
TNT1 A 3 A_GiveToTarget("SunWeakFX",1)
TNT1 A 0 A_JumpIfInTargetInventory("SunRainWeaken",1,"Spawn")
stop
}
}

actor SunWeakFX : CustomInventory
{
States
{
Pickup:
TNT1 AA 0
TNT1 A 0 A_SpawnItemEx("SunWeakGFX", 16, 0, Random(28,56), 0, 0, 0, random(0, 359),1)
TNT1 A 0 A_SpawnItemEx("SunWeak2GFX", 16, 0, Random(0,28), 0, 0, 0, random(0, 359),1)
stop
}
}

actor SunWeakGFX
{
+NOGRAVITY
+BRIGHT
+THRUACTORS
+CLIENTSIDEONLY
+MISSILE
Damage(0)
Scale 2.5
Height 0
Radius 0
States
{
Spawn:
TNT1 AA 0
SGCZ IJKL 2
stop
}
}

actor SunWeak2GFX : SunWeakGFX
{
States
{
Spawn:
TNT1 AA 0
SGCZ MNOP 2
stop
}
}

actor SolarChaser
{
translation "202:202=215:215", "199:199=227:227"
PROJECTILE
damagetype "SunG_Rat"
Obituary "$OB_SUNRISESLV"
+DONTBLAST
+DONTREFLECT
+BRIGHT
+FLOORHUGGER
+LOOKALLAROUND
+HITTRACER
+SKYEXPLODE
speed 1
damage (8)
radius 16
height 10
scale 2.5
states
{
Spawn:
VENB G 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SUSV ABABABAB 2 A_SpawnItemEx("OilPitIgnite",0,0,8)
SUSV O 0 A_ScaleVelocity(24)
goto Spawn2
Spawn2:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
SUSV A 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
SUSV A 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
SUSV B 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
SUSV B 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
Y_AG C 0 A_JumpIf(momx * momx + momy * momy + momz* momz <= 5, "Death")
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
SUSV A 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
SUSV A 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
SUSV B 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
SUSV B 1 A_JumpIf(ACS_NamedExecuteWithResult("SunstarChaserACS",32) == 1,"Death")
Y_AG C 0 A_JumpIf(momx * momx + momy * momy + momz* momz <= 5, "Death")
SUSV B 0 A_PlaySoundEx("misc/sunstargroundflame", "Voice")
SUSV B 0 A_SpawnItemEX("ScorchedEarthIon",0,0,0,0,0,0,0,1)
loop
Death:
SUSV T 0 A_SpawnItemEx("SolarChaserU",0,0,0,0,0,48,0,1)
stop
XDeath:
Crash:
XMFX K 0
stop
}
}

actor SolarChaserB : SolarChaser{translation "202:202=205:205", "199:199=74:74"}
actor SolarChaserR : SolarChaser{translation "202:202=171:171", "199:199=41:41"}
actor SolarChaserO : SolarChaser{translation "202:202=104:104", "199:199=128:128"}
actor SolarChaserP : SolarChaser{translation "202:202=229:229", "199:199=232:232"}

actor SolarChaserU : SolarChaser
{
-FLOORHUGGER
speed 0
radius 32
height 16
+RIPPER
//Obituary "$OB_SUNSCHAU"
states
{
Spawn:
VENB G 0
TNT1 A 0 ACS_NamedExecuteAlways("BULL_Tidifier", 0)
SpawnLoop:
SUSV GH 2
loop
Death:
VENB O 0
stop
XDeath:
Crash:
XMFX K 0
stop
}
}


actor SunstarMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("NeutronWave",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("NeutronWaveB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("NeutronWaveR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("NeutronWaveO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("NeutronWaveP",0,1,8,0)
goto Done
}
}

actor SunstarMainMini_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("NeutrinoWaveUser",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("NeutrinoWaveUserB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("NeutrinoWaveUserR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("NeutrinoWaveUserO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("NeutrinoWaveUserP",0,0,8,0)
goto Done
}
}

actor SunstarAltInv_P : CustomInventory
{
states
{
Pickup:
SMKS B 0 A_Quake(2,9,0,128)
TNT1 A 0 A_CheckFloor("PickupFloor")
S_UN S 0 A_PlaySoundEx("misc/sunstarshot", "Voice")
TNT1 A 0 A_GiveInventory("SunstarAlt_CI")
stop
PickupFloor:
TNT1 A 0 A_PlaySoundEx("misc/sunstargroundflame", "Voice")
TNT1 A 0 A_GiveInventory("SunstarAltFloor_CI")
stop
}
}

actor SunstarAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthDropper",0,0,0,-28)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthDropperB",0,0,0,-28)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthDropperR",0,0,0,-28)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthDropperO",0,0,0,-28)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthDropperP",0,0,0,-28)
goto Done
Done:
TNT1 A 0 A_GiveInventory("NuclearOverclockAmmo",2)
stop
}
}

actor SunstarAltFloor_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ScorchedEarth",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ScorchedEarthP",0,0,0,0)
goto Done
Done:
TNT1 A 0 A_GiveInventory("NuclearOverclockAmmo",2)
stop
}
}

actor SunstarMainIon_CI : TeamColor_CI
{
states
{
Pickup:
TNT1 A 0 A_PlaySoundEx("misc/sunstarbeamloop","SoundSlot6")
TNT1 A 0 ACS_ExecuteAlways(C_JAX_SPECTRUM_TURN,0,angle,pitch)
TNT1 A 0 A_JumpIf((ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM,1)-angle)*(ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM,1)-angle)<1 && (pitch-ACS_ExecuteWithResult(C_GET_USER_VAR,WEPPITCH_NUM,1))*(pitch-ACS_ExecuteWithResult(C_GET_USER_VAR,WEPPITCH_NUM,1))<1, "Pickup2")
Goto Super::Pickup
FireX:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStart",ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM,1)-angle,0,0,-16,0,pitch-ACS_ExecuteWithResult(C_GET_USER_VAR,WEPPITCH_NUM,1))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartB",ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM,1)-angle,0,0,-16,0,pitch-ACS_ExecuteWithResult(C_GET_USER_VAR,WEPPITCH_NUM,1))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartR",ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM,1)-angle,0,0,-16,0,pitch-ACS_ExecuteWithResult(C_GET_USER_VAR,WEPPITCH_NUM,1))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartO",ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM,1)-angle,0,0,-16,0,pitch-ACS_ExecuteWithResult(C_GET_USER_VAR,WEPPITCH_NUM,1))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartP",ACS_ExecuteWithResult(C_GET_USER_VAR,WEPANGLE_NUM,1)-angle,0,0,-16,0,pitch-ACS_ExecuteWithResult(C_GET_USER_VAR,WEPPITCH_NUM,1))
goto Done

Pickup2:
TNT1 A 0 A_JumpIfInventory("LightTeamFlag",1,"FireB2")
TNT1 A 0 A_JumpIfInventory("WilyTeamFlag",1,"FireR2")
TNT1 A 0 A_JumpIfInventory("CossackTeamFlag",1,"FireO2")
TNT1 A 0 A_JumpIfInventory("KingTeamFlag",1,"FireP2")
TNT1 A 0 A_JumpIfInventory("IsInGame",1,"FireX2")
goto Done
FireX2:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStart",0,0,0,-16,0,0)
goto Done
FireB2:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartB",0,0,0,-16,0,0)
goto Done
FireR2:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartR",0,0,0,-16,0,0)
goto Done
FireO2:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartO",0,0,0,-16,0,0)
goto Done
FireP2:
TNT1 A 0 A_FireCustomMissile("SunGammaRayStartP",0,0,0,-16,0,0)
goto Done

}
}

actor SunstarAltIon_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("SolarChaser",0,0,30,0)
TNT1 A 0 A_FireCustomMissile("SolarChaser",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("SolarChaser",0,0,-30,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SolarChaserB",0,0,30,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserB",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserB",0,0,-30,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SolarChaserR",0,0,30,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserR",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserR",0,0,-30,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SolarChaserO",0,0,30,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserO",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserO",0,0,-30,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SolarChaserP",0,0,30,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserP",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("SolarChaserP",0,0,-30,0)
goto Done
Done:
TNT1 A 0 A_GiveInventory("NuclearOverclockAmmo",2)
stop
}
}