actor MegaHair 10501
{
//$Category MM8BDM-Props
scale 2.5
States
{
Spawn:
HAIR AB 4
loop 
}
}

actor Auto 10505
{
//$Category MM8BDM-Props
+SOLID
Height 76
Radius 16
Translation "198:198=128:128", "192:192=4:4"
scale 2.5
States
{
Spawn:
AUTO A 1 //A_GiveInventory("CutterFlag",1)
AutoNormal:
"####" AIAI 6 A_LookEx(LOF_NOSOUNDCHECK, 0, 150, 0, 360, "See")
loop
See:
"####" A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
"####" AIAI 6
Goto AutoNormal

Panic:
"####" KL 6
loop


AutoUnknown:
AUT2 AIAI 6
loop 

Talk:
"####" AJAJAJAJAJAJAJAJAJAJA 4
Goto AutoNormal

AutoUnknownTalk:
AUT2 AJAJAJAJAJAJAJAJAJAJA 4
Goto AutoUnknown

AutoUnknownCraft:
AUT2 VWVWVWVWVWVWVWVWV 3 A_SetTics(random(2, 4))
goto AutoUnknown

}
}


actor RushProp 10506
{
//$Category MM8BDM-Props
+SOLID
Height 36
Radius 16
scale 2.5
maxstepheight 32
//translation "192:192=4:4", "198:198=176:176", "204:204=210:210"
States
{
Spawn:
RUSH AB 3
loop 
Leave:
RUSH F 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 0)
RUSH F 0 A_SpawnItemEx("RushDeath",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
stop
Walking:
RUSH QQQQRRRRSSSSRRRR 1 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
}
}

actor TangoProp : RushProp 11641
{
//$Category MM8BDM-Props
scale 2.5
States
{
Spawn:
TANG A 4 
TANG B 4 A_Jump(25,"Blink")
loop
Blink:
TANG CD 4
goto Spawn
}
}

actor BeatProp 11644
{
//$Category MM8BDM-Props
-SOLID
+CANPASS
+NOGRAVITY
Height 16
Radius 16
speed 6
scale 2.5
States
{
Spawn:
BEAT ABC 3 A_Wander
loop
}
}


actor DrLight 10558
{
//$Category MM8BDM-Props
Height 52
Radius 16
//+CLIENTSIDEONLY
scale 2.5
//-SOLID
States
{
Spawn:
TNT1 A 0
TNT1 A 0
Standing:
DRLI A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 150, 0, 360, "See")
loop
Solid:
DRLI A 0 A_ChangeFlag("SOLID",1)
Goto Standing
See:
DRLI A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talk:
DRLI BABABABABABABABAB 4
Goto Spawn
Beard:
DRLI D 60
Goto Standing
BeardTalk:
DRLI DEDEDEDEDEDEDEDED 4
Goto Beard
Panic:
Help:
DRLI AC 5
loop
Panic2:
DRLI C -1
stop
Paper:
DRLI I -1
loop
PaperTalk:
DRLI IJIJIJIJIJIJIJIJI 4
Goto Paper
}
}

actor DrLightBubble
{
scale 2.0
+NOGRAVITY
+FLOATBOB
+NOINTERACTION
States
{
Spawn:
DRLI GH 10
loop
}
}

actor CutmanProp 11643
{
//$Category MM8BDM-Props
//+CLIENTSIDEONLY
+SOLID
+CANPASS
+FLOORCLIP
+ACTIVATEMCROSS
Scale 2.5
Height 52
Radius 16
Translation "198:198=41:41", "192:192=4:4"
States
{
Spawn:
CUTM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
CUTM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
CUTM I 4
CUTM AIAIAIAIAIAIAIAIA 4
Goto Spawn
Walking:
CUTM BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(4.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
Charge:
CUTM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Kicked:
CUTM H 0 A_ChangeFlag("THRUACTORS",1)
CUTM H -1 A_ChangeVelocity(-10.0, 0.0, random(5,30), CVF_REPLACE|CVF_RELATIVE)
stop
Leave:
TFOG C 0 A_ChangeFlag("NOINTERACTION",1)
TFOG B 0 A_ChangeFlag("NOGRAVITY",1)
TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
TFOG BBBAAACCC 1
TFOG A 65 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
stop
Intro:
CUTM JA 5
loop
}
}

actor GutsmanProp : CutmanProp 11645
{
//$Category MM8BDM-Props
Health 9999
painchance 256
-SHOOTABLE
Radius 24
Translation "198:198=41:41", "192:192=216:216"
States
{
Spawn:
GUTS A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 120, 0, 360, "See")
loop
See:
GUTS A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
GUTS AIAIAIAIAIAIAIAIA 4
Goto Spawn
Missing:
TNT1 A 10
GUTS J 5
TNT1 A 10
GUTS J 5
TNT1 A 10
GUTS J 5
Invisible:
TNT1 A 1 A_ChangeFlag("NOINTERACTION", 1)
TNT1 A -1
stop
CutsceneProp:
GUTS A 0 A_ChangeFlag("SHOOTABLE", 1)
GUTS A -1
Pain:
GUTS A 0 A_ChangeFlag("SHOOTABLE", 0)
GUTS A 0 A_GiveInventory("CutterFlag",1)
GUTS A 0 A_PlaySoundEx("misc/monkeybutt", "Voice", 0, 1)
GUTS H 13 A_SpawnItem("PainFX",0,3)
Goto Talking
Move1:
GUTS B 0 A_ChangeFlag("SOLID", 0)
GUTS B 8 A_Recoil(-12)
GUTS B 2 A_Stop
Falling:
GUTS B 1 A_JumpIf(floorz==z, "Land")
loop
Land:
GUTS A 0 A_Stop
GUTS A -1 A_PlaySoundEx("misc/fatland", "Voice", 0, 1)
stop
Move2:
GUTS BBBCCCDDDEEE 2 A_Recoil(-2)
loop
DoorBreak:
GUTS AAAA 0 A_SpawnItemEx("DrillExplode", 4, random(-64,64), random(0,128))
GUTS GGGGGGGGGGGGGGGAAAAAA 1 A_SpawnItemEx("GutsDoorRock", random(-600,600), 0, 218, 0, 0, -10, random(0,360))
Goto Spawn
Run:
GUTS B 0 A_ChangeFlag("SOLID",0)
GUTS B 0 A_ChangeFlag("THRUACTORS",1)
GUTS BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Switch:
GUTS B 0 A_SpawnItemEx("DozerBossGutsMan")
stop
HighFive:
GUTS O -1
stop
HighFiveOuch:
GUTS PPPPPPP 0 A_SpawnItemEx("GutrockFX",0,0,50,random(-10,10),random(-10,10),random(5,10),random(0,360))
GUTS P -1
stop
Intro:
GUTS VW 6
loop
}
}

actor EvilMegaManProp : CutmanProp
{
Translation "198:198=198:198", "192:192=192:192"
states
{
Spawn:
EMEG A 1 A_Stop
loop
Teleport:
TFOG A 0 A_ChangeVelocity(0,0,-13,CVF_RELATIVE|CVF_REPLACE)
TFOG A 1 A_Jumpif(floorz==z, "Land")
loop
Land:
TFOG A 0 A_PlaySoundEx("misc/teleportin", "Voice", 0, 1)
TFOG CCAAABBB 1
Goto Spawn
Walk:
EMEG BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
HighFive:
EMEG Y -1
stop
Dunk:
EMEG F 0 A_PlaySoundEx("weapon/superarmuse","Weapon")
GUTA B 0 A_SpawnItemEx("GutrockPickingup",34 + 32,0,-28,-7,0,12,0,SXF_NOCHECKPOSITION)
EMEG F 6
EMEG AAAAAAAAAA 1 A_SpawnItemEx("TempGutrock", 0, 0, 56 + 10, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
EMEG F 0 //A_SpawnItemEx("DozerBossGutsRock")
EMEG F 0 ThrustThingZ(0, 35, 0, 1)
EMEG FFFFFFFFFF 1 A_SpawnItemEx("TempGutrock", 0, 0, 56 + 10, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
EMEG F 0 A_GiveInventory("AtomicFireAmmo", 999)
EMEG F 8 A_SpawnItemEx("Gutrock", 20,0,10, 10,0,-10,0)
EMEG A -1
stop
Shrug:
EMEG AJKLLLLKKKKKKK 5
EMEG J -1
stop
Aim:
EMEG F -1
stop
Death:
TNT1 A 0 A_ChangeFlag("SOLID", 0)
TNT1 A 5 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
stop
}
}

actor GutsDoorRock : PunkRock2
{
translation "15:191=232:232"
}

actor GutsDoorRockSpawner
{
-SOLID
+NOINTERACTION
radius 1
height 1
states
{
Spawn:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("GutsDoorRock", random(-800,800), 0, 512, 0, 0, -15, random(0,360), SXF_NOCHECKPOSITION)
TNT1 A 1 
stop
}
}

actor DuoWallRock : PunkRock2
{
translation "15:191=167:167"
}

actor DuoRockSpawner// : PunkRock2
{
+NOINTERACTION
states
{
Spawn:
TNT1 AAAAAAAAAAAAAAA 1 A_SpawnItemEx("DuoWallRock", 0, 0, random(0,256), random(3,12), 0, 0, random(-40,40))
stop
}
}

actor IcemanProp : CutmanProp 11646
{
//$Category MM8BDM-Props
Translation "192:192=4:4", "198:198=197:197"
States
{
Spawn:
ICEM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 80, 0, 360, "See")
loop
See:
ICEM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
ICEM AIAIAIAIAIAIAIAIA 4
Goto Spawn
Walk:
ICEM BBCCDDEE 2 A_Recoil(-1)
loop
Shock:
ICEM F 100
Goto Spawn
Charge:
ICEM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Kicked:
ICEM H 0 A_ChangeFlag("THRUACTORS",1)
ICEM H -1 A_ChangeVelocity(-10.0, 0.0, random(5,30), CVF_REPLACE|CVF_RELATIVE)
stop
Intro:
ICEM J -1
stop
}
}

actor SparkmanProp : CutmanProp
{
//$Category MM8BDM-Props
Translation "192:192=4:4", "198:198=225:225"
states
{
Spawn:
SPAR A -1 //A_LookEx(LOF_NOSOUNDCHECK, 0, 80, 0, 360, "See")
loop
Repair:
SPAR G 1
SPAR G 1 A_PlaySoundEx("weapon/sparkshock", "Voice")
SPAR GGGGGG 1 A_SpawnItemEx("SparkManBabySpark", 32, 0, 40, random(-10, 10), random(-10, 10), random(3,8), 0)
loop
Hop:
SPAR B 0 ThrustThingZ(0, 40, 0, 1)
Walk:
SPAR BBCCDDEE 2 A_Recoil(-1)
loop
Spooked:
SPAR H 0 A_Recoil(2)
SPAR H 35 ThrustThingZ(0, 20, 0, 0)
Goto Spawn
Leave:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("TeleportFogFancy",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
stop
}
}

actor ShadowmanProp : CutmanProp
{
//$Category MM8BDM-Props
renderstyle translucent
alpha 0.01
Translation "192:192=4:4", "198:198=198:198", "202:202=4:4", "199:199=210:210"
states
{
Spawn:
SHAM A 0 A_Jump(256, "Landed")
Goto Falling
Landed:
SHAM A -1
stop
Falling:
SHAM I 0 A_FadeIn(0.1)
SHAM I 1 A_JumpIf(floorz-z == 0, "Landed")
loop
SmokeBomb:
SHAM FG 2
SHAM G -1 A_SpawnItemEx("SmokeBombProp", 0, 0, 32, 7, -10, 1)
Goto Spawn
}
}

actor SmokeBombProp
{
PROJECTILE
-NOGRAVITY
scale 2.5
states
{
Spawn:
SCOR A 1
loop
Death:
SCOR A 35 A_PlaySoundEx("misc/scorebounce", "Voice")
stop
}
}

actor ShadowBladeProp
{
PROJECTILE
scale 2.5
Speed 20
+THRUACTORS
states
{
Spawn:
SBLA AB 4
loop
Death:
SBLA A -1
stop
}
}

actor ShadowBladePropSpawner
{
+NOINTERACTION
+NOGRAVITY
height 1
radius 1
states
{
Spawn:
TNT1 A 1
TNT1 A 0 A_PlaySoundEx("weapon/shadow", "Voice", 0, 1)
TNT1 A 4 A_SpawnItemEx("ShadowBladeProp", 0, -80, 0, 20, 0, -20, 0)
TNT1 A 0 A_PlaySoundEx("weapon/shadow", "Voice", 0, 1)
TNT1 A 4 A_SpawnItemEx("ShadowBladeProp", 15, 0, 0, 20, 0, -20, 0)
TNT1 A 0 A_PlaySoundEx("weapon/shadow", "Voice", 0, 1)
TNT1 A 4 A_SpawnItemEx("ShadowBladeProp", 10, 80, 0, 20, 0, -20, 0)
stop
}
}

actor SparkManBabySpark
{
+HEXENBOUNCE
PROJECTILE
+THRUACTORS
-NOGRAVITY
reactiontime 12
scale 1.0
states
{
Spawn:
SPAS AB 1 bright A_SetScale(scalex - 0.05, scaley - 0.05)
SPAS A 0 A_CountDown
loop
}
}

actor SkullmanProp : CutmanProp 11168
{
//$Category MM8BDM-Props
Translation "192:192=4:4", "198:198=87:87", "204:204=215:215"
states
{
Spawn:
SKUL A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
SKUL A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Pose:
SKUL I -1
stop
Aim:
SKUL F -1
stop
Talking:
SKUL A 68
Goto Spawn
}
}

actor BrightmanProp : CutmanProp 11169
{
//$Category MM8BDM-Props
Translation "192:192=4:4", "198:198=225:225", "202:202=211:211"
states
{
Spawn:
BRIG A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
BRIG A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Excite:
BRIG FF 15 ThrustThingZ(0, 20, 0, 1)
Goto Spawn
Talking:
BRIG AIAIAIAIAIAIAIAIA 4
Goto Spawn
FlashStopper:
BRIG J 4
BRIG K 4
BRIG J 35
BRIG A -1
stop
}
}

actor BombmanProp : CutmanProp 11647
{
//$Category MM8BDM-Props
Translation "198:198=41:41", "192:192=216:216"
States
{
Spawn:
BOMM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
BOMM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
BOMM AIAIAIAIAIAIAIAIA 4
Goto Spawn
Falling:
BOMM C 1 A_JumpIf(floorz==z, "Land")
loop
Land:
BOMM A -1 A_PlaySoundEx("misc/basicland", "Voice", 0, 0)
stop
Charge:
Walk:
BOMM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Kicked:
BOMM H 0 A_ChangeFlag("THRUACTORS",1)
BOMM H -1 A_ChangeVelocity(-10.0, 0.0, random(5,30), CVF_REPLACE|CVF_RELATIVE)
stop
Intro:
BOMM F -1 A_SpawnItemEx("HyperBombBounce", 0, 4, 100)
stop
}
}

actor HyperBombBounce
{
height 8
radius 32
+CANPASS
+SOLID
scale 2.5
states
{
Spawn:
BOMB A 8
BOMB A 28 ThrustThingZ(0, 20, 0, 1)
loop 
}
}

actor BombManRain
{
+NOINTERACTION
+NOGRAVITY
states
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAA 6 A_SpawnItemEx("HyperBombInstant", random(-150,150), random(-150,150), 700, 10, 0, -10, 0)
stop
}
}

actor BombManEarthquake : BombManRain
{
states
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx("BombManEarthquakeFX", random(-256,256), random(-256,256), 0, 0, 0, 0, 0)
stop
}
}

actor BombManEarthquakeFX : BombManRain
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("GutsDoorRock", random(-256,256), random(-256,256), 0, random(-10,10), random(-10,10), 10, 0)
TNT1 A 1 A_SpawnItemEx("DrillExplode", random(-256,256), random(-256,256))
stop
}
}

actor HyperBombInstant : HyperBomb
{
-HEXENBOUNCE
states
{
Death:
BOMB A 0 A_Stop
BOMB A 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
BOMB A 0 A_ChangeFlag("NOGRAVITY",1)
BOMB A 0 A_Explode(200, 180, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}

actor FiremanProp : CutmanProp 11648
{
//$Category MM8BDM-Props
Translation "198:198=41:41", "192:192=4:4"
States
{
Spawn:
FIRM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
FIRM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
FIRM A 25
Goto Spawn
Intro:
Aim:
FIRM FG 4
loop
Charge:
Walk:
FIRM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Kicked:
FIRM H 0 A_ChangeFlag("THRUACTORS",1)
FIRM H -1 A_ChangeVelocity(-10.0, 0.0, random(5,30), CVF_REPLACE|CVF_RELATIVE)
stop
}
}

actor ElecmanProp : CutmanProp 11649
{
//$Category MM8BDM-Props
Translation "198:198=41:41", "192:192=216:216"
States
{
Spawn:
ELEC A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
ELEC A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
ELEC AIAIAIAIAIAIAIAIA 4
Goto Spawn
Shout:
ELEC J 50
Goto Spawn
Baka:
ELEC K -1
stop
BakaTalk:
ELEC LKLKLKLKLKLKLKLKL 4
Goto Baka
Walk:
ELEC BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Intro:
ELEC M -1
stop
}
}

actor TimemanProp : CutmanProp 11650
{
//$Category MM8BDM-Props
Translation "198:198=61:61", "192:192=65:65"
States
{
Spawn:
NTIM Q 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
NTIM Q 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
NTIM Q 0 //A_Jump(128, "Talking2")
NTIM QRQRQRQRQRQRQRQRQ 4
Goto Spawn
Talking2:
NTIM STSTSTSTSTSTSTSTS 4
Goto Spawn
Talking3:
NTIM UAUAUAUAUAUAUAUAU 4
Goto Stand
9end:
NTIM S -1
stop
Stand:
NTIM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See2")
loop
See2:
NTIM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Stand
Walk:
NTIM BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(0.5,0.0,0.0,CVF_RELATIVE)
loop
KnockedBack:
NTIM H 35 A_Recoil(15)
Goto Stand
}
}

actor OilmanProp : CutmanProp 11651
{
//$Category MM8BDM-Props
Translation "198:198=77:77", "192:192=200:200"
States
{
Spawn:
NOIL A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
NOIL A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
NOIL AIAIAIAIAIAIAIAIA 4 
Goto Spawn
Walking:
NOIL BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(4.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
Charge:
NOIL BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Kicked:
NOIL H 0 A_ChangeFlag("THRUACTORS",1)
NOIL H -1 A_ChangeVelocity(-10.0, 0.0, random(5,30), CVF_REPLACE|CVF_RELATIVE)
stop
Intro:
NOIL JKLMJKN 4
NOIL O 0 ThrustThingZ(0,12,0,0)
NOIL OOOOOOOO 1 A_SetAngle(angle+45)
NOIL O 1
NOIL P -1
stop
}
}

actor FreezemanProp : CutmanProp
{
//$Category MM8BDM-Props
Translation "192:192=4:4", "198:198=69:69"
States
{
Spawn:
FREE A 5 //A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
Aim:
FREE G -1
loop
Pose:
FREE IJKLMNO 5
FREE K -1
stop
Walking:
FREE BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(0.4,0.0,0.0,CVF_RELATIVE)
loop
}
}


actor FlashmanProp : CutmanProp
{
//$Category MM8BDM-Props
Translation "192:192=4:4", "198:198=75:75", "204:204=215:215"
States
{
Spawn:
FLSM A 5 //A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
Aim:
FLSM G -1
loop
Walking:
FLSM BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(0.4,0.0,0.0,CVF_RELATIVE)
loop
}
}


actor NapalmmanProp : CutmanProp
{
//$Category MM8BDM-Props
Translation "192:192=216:216", "198:198=75:75", "199:199=41:41", "202:202=210:210"
States
{
Spawn:
NAPM A 5 //A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
Aim:
NAPM G -1
loop
Walking:
NAPM BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(0.4,0.0,0.0,CVF_RELATIVE)
loop
}
}


actor TornadomanProp : CutmanProp 11135
{
//$Category MM8BDM-Props
Translation "198:198=128:128", "192:192=248:248"
gravity 0.5
States
{
Spawn:
TORM BCDE 4 A_JumpIf(floorz==z, "Stand")
loop
Stand:
TORM I 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Stand
See:
TORM I 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Stand
Talking:
TORM JIJIJIJIJIJIJIJIJ 4 
Goto Stand
Angry:
TORM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "AngrySee")
loop
AngrySee:
TORM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Angry
AngryTalking:
TORM AKAKAKAKAKAKAKAKA 4 
Goto Angry
}
}

actor JewelmanProp : CutmanProp 11136
{
//$Category MM8BDM-Props
Translation "198:198=36:36", "192:192=4:4"
States
{
Spawn:
JEWL A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
JEWL A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
JEWL AIAIAIAIAIAIAIAIA 4 
Goto Spawn
}
}

actor ConcretemanProp : CutmanProp 11137
{
//$Category MM8BDM-Props
Translation "198:198=216:216", "192:192=4:4"
Radius 24
States
{
Spawn:
TNT1 A 0
CONM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Spawn+1
See:
CONM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn+1
Talking:
CONM AIAIAIAIAIAIAIAIA 4 
Goto Spawn+1
}
}

actor MagmamanProp : CutmanProp 11138
{
//$Category MM8BDM-Props
Radius 24
Translation "198:198=[208,32,32]:[208,32,32]", "192:192=248:248"
States
{
Spawn:
MGMA A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
MGMA A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
MGMA AIAIAIAIAIAIAIAIA 4 
Goto Spawn
}
}

actor HornetmanProp : CutmanProp 11139
{
//$Category MM8BDM-Props
Translation "198:198=220:220", "192:192=248:248"
obituary "%o was stung by \ckhornetman."
States
{
Spawn:
HORM I 0
HORM I 0 A_SpawnItemEx("HornetManHead", 0, 0, 64)
HORM I 20
HORM I 1 A_SpawnItemEx("HornetProp", 0, 60, 65, 0, 0, 0, 0, 0, 0, 711)
HORM I 1 A_SpawnItemEx("HornetProp", 0, 60, 75, 0, 0, 0, 0, 0, 0, 712)
GoodWeather:
HORM I 0 A_SpawnItemEx("HornetmanWater", 50, -18, 26, random(3,5), 0, random(1,3), random(-3,3))
HORM I 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
HORM I 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto GoodWeather
BadWeather:
HORM I 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See2")
loop
See2:
HORM I 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto BadWeather
Talking:
HORM I 68
Goto GoodWeather
9end:
HORM A -1
stop
}
}

actor HornetmanWater
{
+MISSILE
+RIPPER
scale 2.5
damage (0)
renderstyle translucent
alpha 0.8
gravity 0.8
	states
	{
	Spawn:
	HORM J -1
	stop
	}
}

actor HornetProp
{
scale 2.5
+ISMONSTER
Height 8
Radius 8
+NOGRAVITY
-SOLID
	states
	{
	Spawn:
	HCHS BCBCBCBCBCBCBCBCBCBCBCBCBCBCB 1 
	HCHS C 1 A_Jump(128, "Move")
	loop
	Move:
	HCHS B 0 A_SetAngle(random(0,360))
	HCHS B 0 A_ChangeVelocity(8, 0, 0, CVF_RELATIVE)
	HCHS BCBCB 1
	HCHS C 1 A_Stop
	goto Spawn
	}
}

actor PlugmanProp : CutmanProp 11140
{
//$Category MM8BDM-Props
Translation "198:198=251:251", "192:192=36:36"
States
{
Spawn:
PLUM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
PLUM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
PLUM AIAIAIAIAIAIAIAIA 4 
Goto Spawn
}
}

actor GalaxymanProp : CutmanProp 11141
{
//$Category MM8BDM-Props
//Translation "198:198=251:251", "192:192=36:36"
States
{
Spawn:
GALX A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
GALX A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
GALX AIAIAIAIAIAIAIAIA 4 
Goto Spawn
9end:
GALX J -1
stop
9end2:
GALX J 5
GALX K 3
GALX J 30
GALX K 3
GALX J 5
GALX K 3
GALX J 20
GALX L -1
stop
}
}

actor SplashwomanProp : CutmanProp 11142
{
//$Category MM8BDM-Props
+NOGRAVITY
-SOLID
Translation "198:198=198:198", "192:192=202:202"
States
{
Spawn:
SPLW BCDE 8 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
SPLW B 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
SPLW BCDE 8
Goto Spawn
Talking:
SPLW BIDJBIDJ 8
Goto Spawn
Sit:
SPLW K 0 A_ChangeFlag("SOLID",1)
SPLW K 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "SitSee")
loop
SitSee:
SPLW K 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Sit
SitTalking:
SPLW KLKLKLKLKLKLKLKLK 4 
Goto Sit
}
}

actor FridgeProp : CutmanProp 11143
{
//$Category MM8BDM-Props
height 40
States
{
Spawn:
COLM I 0
COLM I 450 Thing_SetTranslation(0, 923)
COLM I 1 A_Jump(10, "Look")
loop
Look:
COLM I 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 200, 0, 360, "See")
Goto Spawn
See:
COLM I 1 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
COLM I 1 
Goto Spawn
Surprise:
COLM J 80
Goto Spawn
}
}

actor Roll : CutmanProp 10512
{
//$Category MM8BDM-Props
//$Sprite ROLLA8A2
Translation "198:198=176:176", "192:192=216:216"
States
{
Spawn:
ROLL A -1
stop
Talking:
ROLL AIAIAIAIAIAIAIAIA 4 
Goto Spawn
Stand:
ROLL A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See2")
loop
See2:
ROLL A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Stand
Intro:
ROLL J -1
loop
}
}

actor MegamanProp : CutmanProp 11662
{
Translation "198:198=198:198", "192:192=192:192"
States
{
Spawn:
MEGM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
MEGM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
MEGM AIAIAIAIAIAIAIAIA 4
Goto Spawn
Aim:
MEGM F -1
stop
Hurt:
PLAY H -1
stop
Leave:
TFOG C 0 A_ChangeFlag("NOINTERACTION",1)
TFOG C 0 A_ChangeFlag("NOGRAVITY",1)
TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
TFOG BBBAAACCC 1
TFOG A 65 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
stop
Walking:
MEGM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
Wounded:
PLAY I 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "WoundSee")
loop
WoundSee:
PLAY I -1 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
stop
Punched:
PLAY A 0 A_Recoil(30)
PLAY A 0 A_PlaySoundEx("misc/monkeybutt", "Voice", 0, 1)
PLAY H 16 //A_SpawnItem("PainFX",0,3)
PLAY K -1 A_Stop
stop
}
}


actor MegaRun 10519
{
//$Category MM8BDM-Props
+NOGRAVITY
-SOLID
+RANDOMIZE
Scale 2.5
States
{
Spawn:
PLAY BCDE 5
loop
}
}

actor BassProp : CutmanProp 10520
{
//$Category MM8BDM-Props
Translation "198:198=95:95", "192:192=217:217"
States
{
Spawn:
BASS A 5 //A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
FoldAdaptor:
BSB0 M 0 Thing_SetTranslation(0, 711)
BSB0 M 0 A_SpawnItemEx("TrebleBoostWings",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
Fold:
BSB0 M 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "FoldSee")
loop
FoldSee:
BSB0 M 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Fold
FoldTalk:
Talking:
BSB0 MNMNMNMNMNMNMNMNM 4
Goto Fold
Kick:
BSB1 DEFGHI 3
BSB1 J -1
loop
Leave:
TFOG C 0 A_ChangeFlag("NOINTERACTION",1)
TFOG C 0 A_ChangeFlag("NOGRAVITY",1)
TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
TFOG BBBAAACCC 1
TFOG A 65 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
stop
Walking:
BASS BBBBCCCCDDDDEEEE 1 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
WalkSlow:
BASS BBBCCCDDDEEE 2 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
PowerUp:
BSB0 A 0 A_ChangeFlag(NOGRAVITY, TRUE)
BSB0 A 5 ThrustThingZ(0, 8, 0, 0)
BSB0 A 0 A_Stop
BSB0 AB 3
goto PowerUp+3
Dashing:
BSB0 A 0 A_ChangeFlag(NOGRAVITY, FALSE)
BSB1 A 1 A_Recoil(-3)
loop
}
}


actor ProtomanProp : CutmanProp 10521
{

//$Category MM8BDM-Props
Translation "192:192=87:87", "198:198=42:42"
States
{
Spawn:
PROM AAKK 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
Walking:
PROM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
See:
PROM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Talking:
PROM AAKKAAKKAAKK 5
Goto Spawn
}
}

actor TrebleProp : RushProp 10600
{
//$Category MM8BDM-Props
States
{
Spawn:
TRBL A 4 A_Jump(100,"Smile")
TRBL A 4 A_Jump(1,"Howl")
loop
Smile:
TRBL BC 4
goto Spawn
Howl:
TRBL E 20
goto Spawn
}
}

actor EddieProp 10630
{
//$Category MM8BDM-Props
height 34
radius 28
+SOLID
+SHOOTABLE
mass 99999999999
obituary "%o recieved an explosive surprise from Eddie."
+QUICKTORETALIATE
+NODAMAGE
+DONTRIP
species "MovingPlatform"
health 9999
painchance 256
var int user_patience;
scale 2.5
States
{
Spawn:
EDDI A 1 A_JumpIf(user_patience > 400, "SURPRISE")
EDDI A -1
loop
Pain:
EDDI A 1 A_SetUserVar("user_patience", user_patience + 1)
Goto Spawn
SURPRISE:
EDDI E 0 A_ChangeFlag("NOPAIN", 1)
EDDI EEE 1 A_FaceTarget
EDDI FF 1 A_FaceTarget
EDDI FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_SpawnItemEx("EddieBomberBomb", 0, 0, 34, random(20, 100), 0, random(2, 12), random(-50,50))
EDDI A 1 A_SetUserVar("user_patience", 0)
EDDI E 0 A_ChangeFlag("NOPAIN", 0)
Goto Spawn
}
}


actor TenguManProp 11119
{
//$Category MM8BDM-Props
Health 1000
height 64
radius 32
+SOLID
+SHOOTABLE
painchance 256
mass 999999
scale 2.5
translation "192:192=168:168", "198:198=176:176"
States
{
Spawn:
TENG A 1
loop
Pain:
TENG H 0 A_FaceTarget
TENG HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
TENG H 30 
TENG H 0 A_PlaySoundEx("misc/devildeath","Auto",0,1)
TENG H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}
actor ClownManProp : TenguManProp 11120
{
//$Category MM8BDM-Props
Translation "198:198=60:60", "192:192=229:229"
States
{
Spawn:
CLWN A 1
loop
Fire:
CLWN A 10
CLWN F 6
CLWN G 5 
CLWN A 10
CLWN F 6
CLWN G 5
Goto Spawn
Pain:
CLWN H 0 A_FaceTarget
CLWN HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
CLWN H 30 
CLWN H 0 A_PlaySoundEx("misc/devildeath","Auto",0,1)
CLWN H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}

actor FrostManProp : TenguManProp 11121
{
//$Category MM8BDM-Props
+SOLID
+SHOOTABLE
painchance 256
mass 999999
scale 2.5
Translation "192:192=4:4", "198:198=240:240"
States
{
Spawn:
AFRO A 1
loop
Fire:
AFRO A 10
AFRO F 6
AFRO G 5 
AFRO A 10
AFRO F 6
AFRO G 5
Goto Spawn
Pain:
AFRO H 0 A_FaceTarget
AFRO HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
AFRO H 30 
AFRO H 0 A_PlaySoundEx("misc/devildeath","Auto",0,1)
AFRO H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}

actor AstroManProp : TenguManProp 11122
{
//$Category MM8BDM-Props
translation "192:192=229:229", "198:198=128:128"
States
{
Spawn:
ASTM A 1
loop
Pain:
ASTM H 0 A_FaceTarget
ASTM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
ASTM H 30 
ASTM H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}

actor AquaManProp : TenguManProp 11123
{
//$Category MM8BDM-Props
Translation  "192:192=229:229"
States
{
Spawn:
AQUA A 1
loop
Fire:
AQUA A 10
AQUA F 6
AQUA G 5 
AQUA A 10
AQUA F 6
AQUA G 5
Goto Spawn
Pain:
AQUA H 0 A_FaceTarget
AQUA HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
AQUA H 30 
AQUA H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}

actor GrenadeManProp : TenguManProp 11124
{
//$Category MM8BDM-Props
Translation  "198:198=194:194", "192:192=4:4"
States
{
Spawn:
GREM A 1
loop
Fire:
GREM A 10
GREM F 6
GREM G 5 
GREM A 10
GREM F 6
GREM F 5
Goto Spawn
Pain:
GREM H 0 A_FaceTarget
GREM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
GREM H 30 
GREM H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}

actor SearchManProp : TenguManProp 11125
{
//$Category MM8BDM-Props
Translation "192:192=230:230", "198:198=108:108"
States
{
Spawn:
SEAR A 1
loop
Fire:
SEAR A 10
SEAR F 6
SEAR G 5 
SEAR A 10
SEAR F 6
SEAR G 5
Goto Spawn
Pain:
SEAR H 0 A_FaceTarget
SEAR HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
SEAR H 30 
SEAR H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}

actor SwordManProp : TenguManProp 11126
{
//$Category MM8BDM-Props
Translation "192:192=220:220", "198:198=46:46"
States
{
Spawn:
SWOM A 1
loop
Fire:
SWOM A 10
SWOM F 6
SWOM G 5 
SWOM A 10
SWOM F 6
SWOM G 5
Goto Spawn
Pain:
SWOM H 0 A_FaceTarget
SWOM HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 A_CustomMissile("EvilEnergyFX",60,0,0,0)
SWOM H 30 
SWOM H 0 A_SpawnItemEx("FakeDeathFX",0,0,50)
stop
}
}

actor DuoProp 11128
{
//$Category MM8BDM-Props
Height 80
Radius 40
Translation "192:192=220:220", "198:198=195:195"
scale 2.5
+SOLID
States
{
Spawn:
DUOR VW 20
loop
Stand:
DUOR U 1
loop
Give:
DUOR X 1 A_SpawnItemEx("DuoArmPickup",0,-10,20,-5)
DUOR X -1
Stop
Armless:
DUO2 A -1
stop
}
}

actor OriginDuoProp 11127
{
//$Category MM8BDM-Props
scale 2.5
States
{
Spawn:
DUO2 B -1
loop
}
}

actor AirmanProp
{
//$Category MM8BDM-Props
//+CLIENTSIDEONLY
+SOLID
+FLOORCLIP
+ACTIVATEMCROSS
Scale 2.5
Height 52
Radius 16
Translation "192:192=229:229", "198:198=75:75"
States
{
Spawn:
AIRM A 5// A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
Leave:
TFOG A 0 A_Changeflag("NOGRAVITY", 1)
TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
TFOG BBBAAACCC 1
TFOG A 35 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
TFOG A 35 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
stop
}
}

actor WoodmanProp
{
//$Category MM8BDM-Props
//+CLIENTSIDEONLY
+SOLID
+FLOORCLIP
+ACTIVATEMCROSS
Scale 2.5
Height 52
Radius 16
Translation "192:192=211:211", "198:198=220:220", "199:199=104:104"
States
{
Spawn:
WODM A 5// A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
Excite:
WODM IJ 5
loop
Leave:
TFOG A 0 A_Changeflag("NOGRAVITY", 1)
TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
TFOG BBBAAACCC 1
TFOG A 65 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
stop
}
}

actor CrashManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=227:227"
States
{
Spawn:
CRAM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
CRAM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
CRAM I 4
CRAM AIAIAIAIAIAIAIAIA 4
Goto Spawn
Shoot:
CRAM F 5 
CRAM G 0 A_CustomMissile("CrashBomb", 40, 0, 14, 2, 0) 
CRAM G 5 A_CustomMissile("CrashBomb", 40, 0, 8, 2, 8) 
CRAM A -1
Leave:
TFOG A 0 A_Changeflag("NOGRAVITY", 1)
TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
TFOG BBBAAACCC 1
TFOG A 65 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
stop
}
}
actor BBAMegamanProp : CutmanProp
{
//$Category MM8BDM-Props
Translation "198:198=198:198", "192:192=192:192"
States
{
Spawn:
BBAM A 5
loop
Walk:
BBAM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)
loop
Aim:
BBAM F -1
stop
DoorBreak:
BBAM FFFFF 0 A_SpawnItemEx("DrillExplode", 128, random(-64,64), random(0,128))
BBAM F 35
Goto Spawn
}
}

actor WilyArmy
{
states
{
Spawn:
TNT1 A 0
TNT1 A 2 A_SpawnITemEx("ReturningSniperJoeProp", 0,-226, 0)
TNT1 A 2 A_SpawnITemEx("PowerMusclerProp2", 0, 100, 0)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnITemEx("SniperJoeProp", 0,random(-224,224), 0)
TNT1 A 2 A_SpawnITemEx("PowerMusclerProp3", 0, 120, 0)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnITemEx("SniperJoeProp", 0,random(-224,224), 0)
stop
}
}
actor MysteriousCDThrown
{
+MISSILE
+THRUACTORS
+DOOMBOUNCE
Speed 10
scale 2.5
states
{
Spawn:
RMCD ABCD 4 A_SpawnItemEx("SparkleFX", random(-6,6), random(-6,6), random(0,32))
loop
Death:
TNT1 A 0 A_SpawnItemEx("MysteriousCD")
stop
}
}

actor PowerMusclerProp
{
-SOLID
+SHOOTABLE
scale 2.5
Health 1
states
{
	Spawn:
	Falling:
	PWRM B 1 A_JumpIf(floorz==z, "Land")
	loop
	Jump:
	PWRM B 5 A_ChangeVelocity(3.5,0,3.5,CVF_REPLACE|CVF_RELATIVE)
	Goto Falling
	Walk:
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(3.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM DDDDDDDDDD 1 A_ChangeVelocity(3.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(3.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM FFFFFFFFFF 1 A_ChangeVelocity(3.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	loop
	Land:
	PWRM A 0 A_PlaySoundEx("misc/powerland", "Voice", 0, 1)
	PWRM A -1 A_Quake(3, 2, 0, 255)
	stop
	Death:
	PWRM A 0 A_PlaySoundEx("weapon/drillexplode", "Voice", 0, 1)
	PWRM A 0 A_SpawnItemEx("DrillExplode", 0,0,64)
	PWRM A 0 A_SpawnItemEx("MysteriousCDThrown", 0,0,64,-5,-3,12)
	stop
}
}

actor PowerMusclerProp2 : PowerMusclerProp
{
states
{
	Spawn:
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM DDDDDDDDDD 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM FFFFFFFFFF 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM DDDDDDDDDD 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM FFFFFFFFFF 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	Stand:
	PWRM A 0 A_SetAngle(angle + 90)
	PWRM A -1 A_Stop
	loop
}
}


actor PowerMusclerProp3 : PowerMusclerProp
{
states
{
	Spawn:
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM DDDDDDDDDD 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM FFFFFFFFFF 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM DDDDDDDDDD 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM FFFFFFFFFF 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM DDDDDDDDDD 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	PWRM EEEEEEEEEE 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM FFFFFFFFFF 1 A_ChangeVelocity(5.5,0,0,CVF_REPLACE|CVF_RELATIVE)
	PWRM A 0 A_PlaySoundEx("misc/powerland","Voice")
	Stand:
	PWRM A 0 A_SetAngle(angle + 90)
	PWRM A -1 A_Stop
	loop
}
}


actor SniperJoeProp : CutmanProp
{
//$Category MM8BDM-Props
-SOLID
translation "192:192=4:4", "198:198=108:108", "202:202=210:210"
states
{
Spawn:
Walk:
SNIP BBBBCCCCDDDDEEEEBBBBCCCCDDDDEEEE 1 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
SNIP B 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40 ,41, 42,43,44,45,46,47,48,49,50)
SNIP BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
SNIP BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
SNIP BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
Stand:
SNIP A 0 A_SetAngle(angle + 90)
SNIP A 5 A_Stop
Aim:
SNIP F -1
stop
}
}

actor ReturningSniperJoeProp : SniperJoeProp 
{
translation "192:192=4:4", "198:198=225:225", "202:202=225:225"
states
{
Spawn:
SNIP B 0 
Goto Walk2
Walk2:
SNIP BBBBCCCCDDDDEEEEBBBB 1 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
SNIP BBBBCCCCDDDDEEEEBBBB 1 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
SNIP BBBBCCCCDDDDEEEEBBBB 1 A_ChangeVelocity(10,0,0,CVF_RELATIVE|CVF_REPLACE)
Stand:
SNIP A 0 A_SetAngle(angle + 90)
SNIP A 5 A_Stop
Aim:
SNIP F -1
stop
Stand2:
SNIP A -1
stop
}
}

actor RingManProp : CutmanProp 11170
{
//$Category MM8BDM-Props
translation "192:192=229:229", "198:198=227:227"
states
{
Spawn:
RINM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
RINM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Walk:
RINM BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(3.5,0,0,CVF_RELATIVE|CVF_REPLACE)
loop
Aim:
RINM G -1
stop
Attack:
RINM F 0 A_CustomMissile("RingBoomerang", 40, 0, 0, 2,0 )
RINM FGGGGFF 4 
Goto Spawn
Talking:
RINM A 68
Goto Spawn
}
}


actor PharaohManProp : CutmanProp 11171
{
//$Category MM8BDM-Props
translation "192:192=4:4", "198:198=216:216"
states
{
Spawn:
PHAR A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
PHAR A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
loop
Walk:
PHAR BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(3.5,0,0,CVF_RELATIVE|CVF_REPLACE)
loop
Aim:
PHAR F -1
stop
Attack:
PHAR FGG 4
Goto Spawn
Talking:
PHAR A 68
Goto Spawn
}
}


actor ToadManProp : CutmanProp 11172
{
//$Category MM8BDM-Props
translation "192:192=215:215", "198:198=104:104", "202:202=248:248"
states
{
Spawn:
TOAD A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
TOAD A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
TOAD A 68
Goto Spawn
Fright:
TOAD F 35
Goto Spawn
}
}


actor DrillManProp : CutmanProp 11173
{
//$Category MM8BDM-Props
translation "192:192=87:87", "198:198=227:227", "202:202=210:210", "199:199=165:165"
states
{
Spawn:
DRIM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
DRIM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
DRIM A 68
Goto Spawn
}
}

actor DustManProp : CutmanProp 11174
{
//$Category MM8BDM-Props
translation "192:192=4:4", "198:198=197:197", "199:199=87:87", "202:202=4:4"
states
{
Spawn:
DUSM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
DUSM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
DUSM A 68
Goto Spawn
Melee:
DUSM FGG 4
Goto Spawn
}
}

actor DiveManProp : CutmanProp 11175
{
//$Category MM8BDM-Props
translation "192:192=4:4", "198:198=194:194", "199:199=227:227", "202:202=210:210"
states
{
Spawn:
DIVM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
DIVM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
DIVM AIAIAIAIAIAIAIAIA 4
Goto Spawn
SaluteTalking:
DIVM JKJKJKJKJKJKJKJKJ 4
Goto Salute
Salute:
DIVM J 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
}
}

actor CossackProp : CutmanProp 11176
{
//$Category MM8BDM-Props
states
{
Spawn:
DRCO A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
DRCO A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
DRCO ABABABABABABABABA 4
Goto Spawn
Walking:
DRCO CDED 4
loop
}
}

actor KalinkaProp : CutmanProp 11177
{
//$Category MM8BDM-Props
translation "198:198=227:227", "192:192=87:87"
states
{
Spawn:
KALC A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
KALC A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
KALC AFAFAFAFAFAFAFAFA 4
Goto Spawn
}
}

actor FlashBackCossack
{
scale 2.5
alpha 0.0
renderstyle translucent
+MISSILE
+NOGRAVITY
states
{
Spawn:
DRCO AAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.05)
DRCO A -1
loop
Death:
DRCO A 1 A_FadeOut(0.005)
loop
}
}

actor FlashBackJusticeWall
{
scale 2.5
alpha 0.0
renderstyle translucent
+MISSILE
+NOGRAVITY
states
{
Spawn:
DRCO ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 1 A_FadeIn(0.004)
DRCO Z -1
loop
Death:
DRCO Z 1 A_FadeOut(0.004)
loop
}
}

actor FlashBackKalinka : FlashBackCossack
{
states
{
Spawn:
KALC AAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.05)
KALC A -1
loop
Death:
KALC A 1 A_FadeOut(0.05)
loop
}
}

actor FlashBackMegaman : FlashBackCossack
{
states
{
Spawn:
MEGM AAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.05)
MEGM A -1
loop
Death:
MEGM A 1 A_FadeOut(0.05)
loop
}
}

actor FlashBackDrLight : FlashBackCossack
{
states
{
Spawn:
DRLI AAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.05)
DRLI A -1
loop
Death:
DRLI A 1 A_FadeOut(0.05)
loop
}
}

actor FlashBackDrWily : FlashBackCossack
{
states
{
Spawn:
WILG DDDDDDDDDDDDDDDDDDDD 1 A_FadeIn(0.005)
WILG D -1
loop
Death:
WILG D 1 A_FadeOut(0.05)
loop
}
}


actor DocWilyProp : CutmanProp
{
states
{
Spawn:
WILG T 5
loop
Look:
WILG U -1
stop
Panic:
WILG V 5 ThrustThingZ(0, 30, 0, 1)
WILG V 1 A_JumpIf(floorz==z, "Repanic")
Goto Panic+1
Repanic:
WILG U 10
Goto Panic
}
}

actor DuoArmPickup : CustomInventory
{
Translation "192:192=220:220", "198:198=195:195"
scale 2.5
Inventory.Pickupmessage "You got the Duo Fist!"
inventory.amount 1
inventory.maxamount 1
states
{
Spawn:
DUOR Y 1
loop
Pickup:
TNT1 A 0 ACS_NamedExecute("TC_DuoArmPickup", 0)
stop
}
}


actor IntroHornetHand
{
Scale 2.5
states
{
Spawn:
TNT1 A -1
stop
Activate:
9INT A 0 A_PlaySound("weapon/junkend")
9INT AAAAAA 0 A_SpawnItemEx("IntroJunkFX", 0,0,0,random(1,5),0,random(3,8),random(0,360))
9INT A 4 
9INT B -1
stop
}
}

actor IntroJunkFX
{
scale 2.0
+DOOMBOUNCE
+MISSILE
+CLIENTSIDEONLY
States
{
	Spawn:
	TNT1 A 1
	//TNT1 A 0 A_PlaySoundEx("weapon/spreaddrillhit", "Voice")
	TNT1 A 1 A_Jump(128,"Alt")
	9INT L 10
	9INT L 1
	TNT1 A 1
	9INT L 1
	TNT1 A 1
	9INT L 1
	TNT1 A 1
	9INT L 1
	stop
	Alt:
	9INT M 10
	9INT M 1
	TNT1 A 1
	9INT M 1
	TNT1 A 1
	9INT M 1
	TNT1 A 1
	9INT M 1
	stop
}
}

actor IntroMagmaMan
{
Scale 2.5
states
{
Spawn:
TNT1 A -1
stop
Activate:
TNT1 AAAAAA 4 A_SpawnItemEx("IntroJunkFX", random(0,20),0,0,random(1,5),0,random(2,4),random(0,360))
9INT A 0 A_PlaySound("weapon/coilfire1")
9INT AAAAAAAAAAAAAA 0 A_SpawnItemEx("IntroJunkFX", 0,0,0,random(1,5),0,random(3,8),random(0,360))
9INT CCCCCC 4 A_SpawnItemEx("IntroJunkFX", random(0,20),0,0,random(1,5),0,random(3,6),random(0,360))
9INT A 0 A_PlaySound("weapon/coilbounce1")
9INT DDDDDD 4 A_SpawnItemEx("IntroJunkFX", random(0,20),0,0,random(1,5),0,random(4,8),random(0,360))
9INT A 0 A_PlaySound("weapon/coilbounce2")
9INT E -1
stop
}
}


actor IntroJewelMan
{
Scale 2.5
states
{
Spawn:
9INT F -1
stop
}
}

actor IntroConcreteMan
{
Scale 2.5
states
{
Spawn:
9INT G -1
stop
}
}

actor IntroPlugMan
{
Scale 2.5
states
{
Spawn:
9INT H -1
stop
}
}

actor IntroGalaxyMan
{
Scale 2.5
+NOGRAVITY
+FLOATBOB
states
{
Spawn:
9INT I -1
stop
}
}

actor IntroTornadoMan
{
Scale 2.5
gravity 0.1
states
{
Spawn:
TNT1 A -1
stop
Activate:
TNT1 A 0
TNT1 A 0 A_PlaySound("misc/mm3explosion")
TNT1 A 0 A_SpawnItemEx("SharkDeathFx")
TNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("IntroJunkFX", random(0,7),0,0,random(5,20),0,random(8,15),random(0,360))
9INT K 4 A_ChangeVelocity(0,0,18)
9INT K 0 A_Stop
9INT K 0 A_ChangeFlag("NOGRAVITY", 1)
9INT JKJKJKJK 4 //A_ScaleVelocity(0.05)
9INT J 0 A_ChangeFlag("NOGRAVITY", 0)
Hover:
9INT JK 4
loop
}
}

actor DamagedMegamanProp
{
- SOLID
scale 2.5
	states
	{
	Spawn:
	DMGP A -1
	stop
	}
}

actor DamagedBassProp
{
- SOLID
scale 2.5
Translation "198:198=95:95", "192:192=217:217"
	states
	{
	Spawn:
	DMGP B -1
	stop
	}
}

actor DamagedProtomanProp
{
- SOLID
scale 2.5
Translation "198:198=41:41", "192:192=87:87"
	states
	{
	Spawn:
	DMGP C -1
	stop
	}
}

actor DamagedODuoProp
{
- SOLID
scale 2.5
Translation "192:192=4:4", "198:198=192:192", "199:199=194:194", "202:202=193:193"
	states
	{
	Spawn:
	ODUO I -1
	stop
	}
}

actor CircuitBoardProp
{
//scale 2.5
height 1
radius 1
-SOLID
states
{
	Spawn:
	PPOS A -1
	stop
}
}

actor EnkerProp : CutmanProp
{
Translation "192:192=229:229", "198:198=76:76", "250:250=192:192", "249:249=198:198"
States
{
Spawn:
ENKR A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
ENKR # 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
ENKR A 0 A_JumpIfInventory("CutterFlag", 1, "Sad")
Goto Spawn
Talking:
ENKR A 0 A_JumpIfInventory("CutterFlag", 1, "SadTalking")
ENKR AAAAAAAAAAAAAAAAA 4
Goto Spawn
Sad:
ENKR P 0 A_GiveInventory("CutterFlag",1)
ENKR P 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Sad+1
SadTalking:
ENKR QPQPQPQPQPQPQPQPQ 4
Goto Sad+1
}
}

actor SadEnkerProp : CutmanProp
{
Translation "192:192=229:229", "198:198=76:76", "250:250=192:192", "249:249=198:198"
States
{
Spawn:
ENKR P 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
ENKR # 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
ENKR P 0 A_JumpIfInventory("CutterFlag", 1, "Sad")
Goto Spawn
Talking:
ENKR P 0 A_JumpIfInventory("CutterFlag", 1, "SadTalking")
ENKR P 4
Goto Spawn
Sad:
ENKR P 0 A_GiveInventory("CutterFlag",1)
ENKR P 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Sad+1
SadTalking:
ENKR QPQPQPQPQPQPQPQPQ 4
Goto Sad+1
}
}

actor PunkProp : CutmanProp
{
Translation "192:192=4:4", "198:198=42:42"
States
{
Spawn:
PUNK A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
PUNK # 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
PUNK # 35 A_JumpIfInventory("CutterFlag", 1, "Sad")
Goto Spawn
Talking:
PUNK A 0 A_JumpIfInventory("CutterFlag", 1, "SadTalking")
PUNK AAAAAAAAAAAAAAAAA 4
Goto Spawn
Sad:
PUNK O 35 A_GiveInventory("CutterFlag",1)
PUNK O 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Sad+1
SadTalking:
PUNK OOOOOOOOOOOOOOOOO 4
Goto Sad+1
}
}

actor SadPunkProp : CutmanProp
{
Translation "192:192=4:4", "198:198=42:42"
States
{
Spawn:
PUNK O 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
PUNK # 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
PUNK # 35 A_JumpIfInventory("CutterFlag", 1, "Sad")
Goto Spawn
Talking:
PUNK O 0 A_JumpIfInventory("CutterFlag", 1, "SadTalking")
PUNK O 4
Goto Spawn
Sad:
PUNK O 35 A_GiveInventory("CutterFlag",1)
PUNK O 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Sad+1
SadTalking:
PUNK OOOOOOOOOOOOOOOOO 4
Goto Sad+1
}
}

actor BalladeProp : CutmanProp
{
Translation "192:192=229:229", "198:198=62:62"
States
{
Spawn:
BALD A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
"####" # 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
"####" # 0 A_JumpIfInventory("CutterFlag", 1, "Sad")
Goto Spawn
Talking:
BALD A 35 A_JumpIfInventory("CutterFlag", 1, "SadTalking")
BALD AAAAAAAAAAAAAAAAA 4
Goto Spawn
Sad:
BAL2 J 35 A_GiveInventory("CutterFlag",1)
BAL2 J 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Sad+1
SadTalking:
BAL2 JJJJJJJJJJJJJJJJJ 4
Goto Sad+1
}
}

actor SadBalladeProp : CutmanProp
{
Translation "192:192=229:229", "198:198=62:62"
States
{
Spawn:
BAL2 J 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
"####" # 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
"####" # 0 A_JumpIfInventory("CutterFlag", 1, "Sad")
Goto Spawn
Talking:
BAL2 J 35 A_JumpIfInventory("CutterFlag", 1, "SadTalking")
BAL2 J 4
Goto Spawn
Sad:
BAL2 J 35 A_GiveInventory("CutterFlag",1)
BAL2 J 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
Goto Sad+1
SadTalking:
BAL2 JJJJJJJJJJJJJJJJJ 4
Goto Sad+1
}
}

actor BlizzardManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=193:193"
States
{
Spawn:
BLZZ A 5
loop
Walking:
BLZZ BBBBCCCCDDDDEEEE 1 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
Pain:
BLZZ H 50 A_SpawnItemEx("ReprogramFXSpawner")
Goto Spawn
}
}

actor CentaurManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=104:104", "204:204=210:210"
States
{
Spawn:
CENT A 5
loop
Walking:
CENT BBBBCCCCDDDDEEEE 1 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
Pain:
CENT H 50 A_SpawnItemEx("ReprogramFXSpawner")
Goto Spawn
}
}

actor FlameManProp : CutmanProp
{
Translation "192:192=216:216", "198:198=227:227"
States
{
Spawn:
FLAM A 5
loop
Walking:
FLAM BBBBCCCCDDDDEEEE 1 A_Recoil(-0.5)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
}
}

actor KnightManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=75:75"
States
{
Spawn:
KNIM A 5
loop
Walking:
KNIM BBBBCCCCDDDDEEEE 1 A_Recoil(-0.5)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
}
}

actor PlantManProp : CutmanProp
{
Translation "192:192=104:104", "198:198=60:60", "199:199=41:41", "202:202=248:248", "204:204=210:210"
States
{
Spawn:
PLAM A 5
loop
Walking:
PLAM BBBBCCCCDDDDEEEE 1 A_Recoil(-0.5)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
}
}

actor TomahawkManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=198:198", "199:199=41:41", "202:202=210:210"
States
{
Spawn:
TOMM A 5
loop
Walking:
TOMM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
AttackPose:
TOMM F -1
stop
Pain:
TOMM H 50 A_SpawnItemEx("ReprogramFXSpawner")
Goto Spawn
}
}

actor WindManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=225:225", "202:202=108:108"
States
{
Spawn:
WINM A 5
loop
Walking:
WINM BBBBCCCCDDDDEEEE 1 A_Recoil(-0.5)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
}
}

actor YamatoManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=60:60"
States
{
Spawn:
YAMM A 5
loop
Walking:
YAMM BBBBCCCCDDDDEEEE 1 A_Recoil(-1)//A_ChangeVelocity(2.0,0.0,0.0,CVF_REPLACE|CVF_RELATIVE)
loop
Pain:
YAMM H 50 A_SpawnItemEx("ReprogramFXSpawner")
Goto Spawn
}
}

actor WilyProp 11697
{
//$Category MM8BDM-Props
scale 2.5
height 40
radius 40
States
{
Spawn:
WILG DE 8
loop
NoEyebrows:
WILG D -1
stop
Jump:
WILG A 3 ThrustThingZ(0, 30, 0, 1)
Falling:
WILG A 1 A_JumpIf(floorz-z == 0, "NoEyebrows")
loop
Walk:
WILG JJKKLLMM 2 A_Recoil(-1)
loop
Button:
WILG D 10
WILG R 10
WILG S -1 A_PlaySoundEx("misc/BombCount","Voice",0,1)
stop
Quickbrows:
WILG ED 4
loop
Grovel:
WILG BC 7
loop
Kneel:
WILG B -1
stop
LookUp:
WILG C -1
stop
Panic:
WILG A 3 ThrustThingZ(0, 30, 0, 1)
PanicFalling:
WILG A 1 A_JumpIf(floorz-z == 0, "Grovel")
loop
}
}

actor Reprogrammer
{
+NOGRAVITY
height 16
radius 32
+SHOOTABLE
health 1
scale 2.5
mass 999999
states
{
Spawn:
PAYL B -1
stop
Active:
PAYL FB 1
loop
Death:
PAYL A 0 A_PlaySoundEx("weapon/drillexplode", "Voice", 0, 1)
PAYL DDDDD 3 A_SpawnItemEx("DrillExplode", random(0, 100), 0, random(0, 100), 0, 0, 0, random(0,360))
PAYL D -1
stop
}
}

actor ReprogramFXSpawner
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("misc/darkthrow", "Voice", 1, 1)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("ReprogramFX", random(0, 64), 0, 0, 0, 0, 2, random(0,360))
stop
Looping:
TNT1 A 1 A_SpawnItemEx("ReprogramFX", random(0, 64), 0, 0, 0, 0, 2, random(0,360))
loop
}
}

actor ReprogramFX
{
+NOINTERACTION
renderstyle translucent
alpha 1.0
translation "16:254=176:176"
yscale 0.5
states
{
Spawn:
DARS F 0 A_SetScale(1.0, scaley + 0.1)
DARS F 0 A_FadeOut(0.03)
DARS F 1 A_ScaleVelocity(1.05)
loop
}
}

actor GutsGrabbedMegaProp
{
scale 2.5
states
{
Spawn:
GUTS U 14
GUTS Q 5 A_PlaySoundEx("misc/fatland", "Voice", 0, 1)
Grabbed:
GUTS QR 10
loop
Talking:
GUTS QSQSQSQSQSQSQSQSQ 5
Goto Grabbed
MegaMad:
GUTS T -1
stop
MegaThrow:
GUTS T 0 A_PlaySoundEx("weapon/weaponup", "Voice",0,1)
GUTS T 35 Thing_SetTranslation(0, 14)
GUTS T 0 A_PlaySoundEx("weapon/superarm", "Voice", 0, 1)
GUTS T 0 A_SpawnItemEx("GutsMegaThrown",0 ,0, 96, 0, 0, 0, 0)
GUTS T 0 ThrustThingZ(0, 40, 0, 1)
MEGM FH 5
Injured:
PLAY I 20 A_SpawnItemEx("ShockFX", random(0, 8), 0, random(8, 16), 0,0,0,random(0,360))
loop
}
}

actor GutsMegaThrown
{
+RIPPER
PROJECTILE
Damage (10)
scale 2.5
height 64
radius 64
Translation "198:198=41:41", "192:192=216:216"
States
{
Spawn:
GUTS H 5
GUTS H 1 A_Recoil(-45)
GUTS H -1
stop
}
}

actor MrX 10601
{
//$Category MM8BDM-Props
scale 2.5
+ACTIVATEMCROSS
States
{
Spawn:
MRXP B -1
stop
Talk:
MRXP CBCBCBCBCBCBCBCBC 5
Goto Spawn
Shocked:
MRXP A -1
stop
Turn:
MRXP D -1
stop
Flee:
MRXP EEEFFF 1 A_Recoil(-1)
loop
Flee2:
MRXP GGGHHH 1 A_Recoil(-1)
loop
}
}

actor IntroPunk
{
Translation "192:192=4:4", "198:198=42:42"
scale 2.5
+NOGRAVITY
+NOINTERACTION
+MISSILE
Speed 45
states
{
Spawn:
PUNK XXYYXXYYXX 1 A_ScaleVelocity(0.75)
PUNK WWWWVVVVIIIIJJJJKKKKKK 1 A_ScaleVelocity(0.75)
PUNK K -1 A_Stop
stop
}
}

actor IntroEnker : IntroPunk
{
Translation "192:192=229:229", "198:198=76:76"
states
{
Spawn:
ENKR MMMMMMMMMMMMMM 1 A_ScaleVelocity(0.75)
ENKR MMMMNNNNOOOOOOOOO 1 A_ScaleVelocity(0.75)
ENKR O -1 A_Stop
stop
}
}

actor IntroBallade : IntroPunk
{
Translation "192:192=228:228", "198:198=62:62", "202:202=210:210", "204:204=64:64"
states
{
Spawn:
BALD YYYYYYYYYYYYYYYYYY 1 A_ScaleVelocity(0.75)
BAL2 XXXXWWWWYYYYYY 1 A_ScaleVelocity(0.75)
BAL2 Y -1 A_Stop
stop
}
}

actor IntroKillers
{
+NOINTERACTION
-SOLID
+NOGRAVITY
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("IntroPunk", 0, 256 + 64, -128, 0, -42, 42, 0)
TNT1 A 0 A_SpawnItemEx("IntroEnker", 0, -256 - 64, -128, 0, 42, 42, 0)
TNT1 A 1 A_SpawnItemEx("IntroBallade", 0, 0, 256, 0, 0, -42, 0)
stop
}
}

actor IntroSniperJoe : CutmanProp
{
//$Category MM8BDM-Props
-SOLID
translation "192:192=4:4", "198:198=108:108", "202:202=210:210"
states
{
Spawn:
SNIP A -1
stop
}
}

actor MagicManSaver : CutmanProp
{
//$Category MM8BDM-Props
Translation "192:192=216:216", "198:198=3:3", "199:199=176:176", "202:202=218:218", "195:195=4:4", "204:204=212:212"
-FLOORCLIP
States
{
Spawn:
MGIC I 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 180, 0, 360, "SpawnSee")
loop
See:
MGIC A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto SpawnReady
Talking:
MGIC AAAAAAAAAAAAAAAAA 4
Goto SpawnReady
Walk:
MGIC BBCCDDEE 2 A_Recoil(-1)
loop
SpawnSee:
MGIC I 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Intro:
MGIC IIIIII 2
PLAY A 0 A_PlaySoundEx("weapon/astrocrush",0,0,1)
MGIC IIIIIIIIIIIIII 1 A_SpawnItemEx("GenesisPoof",random(-32,32),random(-32,32),random(0,64))
TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
TNT1 A 0 ThrustThingZ(0,5,0,1)
PLAY A 0 A_PlaySoundEx("misc/partyball","Voice",0,1)
MGIC I 0 A_SpawnItemEx("ConfettiSpawner", 0, 0, 64)
TNT1 A 0 A_SpawnItemEx("CardSpawner", 0, 0, 32)
TNT1 A 0 A_SpawnItemEx("DoveSpawner", 0, 0, 32)
MGIC FFGGGG 2 
Goto SpawnOut
SpawnOut:
MGIC A -1
stop
SpawnReady:
MGIC A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 150, 0, 360, "See")
loop
Missile:
MGIC FG 5
MGIC G -1
stop
Card:
MGIC F -1
stop
}
}

actor MagicPoofSpawner
{
-SOLID
height 1
radius 1
+NOINTERACTION
states
{
Spawn:
PLAY A 0
PLAY A 0 A_PlaySoundEx("weapon/astrocrush",0,0,1)
MGIC IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx("GenesisPoof",64,0,random(0,64),0,0,0,random(0,360))
stop
}
}


actor CossackSparkSpawner
{
+NOGRAVITY
scale 0.5
translation "0:254=4:4"
states
{
Spawn:
TNT1 A 0 A_PlaySoundEx("misc/repairing", "Voice", 0)
SPAS ABAB 1 A_SpawnItemEx("CossackSparks", 0,0,0,0, random(-4,4), random(0,6), 0)
loop
Idle:
TNT1 A -1
loop
}
}

actor CossackSparks
{
+MISSILE
reactiontime 5
translation "0:254=4:4"
scale 0.5
states
{
Spawn:
SPAS AB 1 bright A_SetScale(scalex - 0.05, scaley - 0.05)
SPAS A 0 A_CountDown
loop
}
}

actor WilyGrovel
{
scale 2.5
States
{
Spawn:
WILG A 1 A_JumpIf(floorz-z==0,"Beg")
loop
Beg:
WILG BC 7
loop 
}
}

actor MaestroVision 11117
{
//$Category MM8BDM-Props
scale 2.5
-SOLID
+BRIGHT
//+CLIENTSIDEONLY
states
{
Spawn:
PLYZ H 1
PLYZ A 0 A_JumpIf(args[0]==0, "Eyes1")
PLYZ A 0 A_GiveInventory("CutterFlag", args[0])
RealSpawn:
PLYZ A 0 A_JumpIf(args[0]==1, "Eyes2")
PLYZ A 0 A_JumpIf(args[0]==2, "Eyes3")
PLYZ A 0 A_JumpIf(args[0]==3, "Eyes4")
PLYZ A 0 A_JumpIf(args[0]==4, "Eyes5")
PLYZ A 0 A_JumpIf(args[0]>=5, "Eyes6")
Eyes1:
PLYZ H -1
stop
Eyes2:
PLYZ I -1
stop
Eyes3:
PLYZ J -1
stop
Eyes4:
PLYZ K -1
stop
Eyes5:
PLYZ L -1
stop
Eyes6:
TNT1 A -1
stop
Fade:
TNT1 A 0 A_SpawnItemEx("MaestroVisionBody", 0.1, 0, 0, 0, 0, 0, 0, 0) 
goto RealSpawn
}
}

actor MaestroVisionBody : MaestroVision
{
-BRIGHT
+MISSILE
+NOINTERACTION
+NOGRAVITY
renderstyle translucent
alpha 1.0
states
{
Spawn:
PLYZ A 0
PLYZ A 0 A_JumpIfInTargetInventory("CutterFlag", 6, "Body7")
PLYZ A 0 A_JumpIfInTargetInventory("CutterFlag", 5, "Body6")
PLYZ A 0 A_JumpIfInTargetInventory("CutterFlag", 4, "Body5")
PLYZ A 0 A_JumpIfInTargetInventory("CutterFlag", 3, "Body4")
PLYZ A 0 A_JumpIfInTargetInventory("CutterFlag", 2, "Body3")
PLYZ A 0 A_JumpIfInTargetInventory("CutterFlag", 1, "Body2")
Goto Body1
Body1:
PLYZ A 1
Goto Fade
Body2:
PLYZ B 1
Goto Fade
Body3:
PLYZ C 1
Goto Fade
Body4:
PLYZ D 1
Goto Fade
Body5:
PLYZ E 1
Goto Fade
Body6:
PLYZ F 1
Goto Fade
Body7:
PLYZ G 1
Goto Fade
Fade:
"####" # 1 //A_FadeIn(0.005)
loop
}
}

actor EvilRobotGhost
{
scale 2.0
renderstyle translucent
alpha 0.1
painchance 256
+LOOKALLAROUND
-SOLID
+SHOOTABLE
+NODAMAGE
+NOTARGETSWITCH
radius 12
height 56
speed 1
states
{
Spawn:
ERO4 K 1 A_Look
loop
See:
ERO4 K 1 A_Chase("Melee")
ERO4 K 0 A_FadeIn(0.001)
loop
Melee:
ERO4 K 1 A_FadeIn(0.001)
Goto see
Pain:
ERO4 K 0 A_FaceTarget
ERO4 K 1 A_Recoil(1)
Goto See
End:
ERO4 K 0 A_ChangeFlag("NOPAIN", 1)
EndChase:
ERO4 KKKK 0 A_Chase("Melee2")
ERO4 K 1 A_Chase("Melee2")
loop
Melee2:
ERO4 L 100 A_PlaySound("misc/ERPossess")
stop
}
}

actor ElevatorVisionFX
{
-SOLID
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ElevatorVisionBinary", random(0, 96), 0, random(32, 128), 0, 0, -1, random(0,360))
TNT1 AAAAA 5 A_SpawnItemEx("ElevatorVisionGas", random(0, 96), 0, random(0, 64), 0, 0, 0.2, random(0,360))
loop
}
}

actor ElevatorVisionGas : RoboenzaGas
{
scale 1.0
alpha 0
states
{
	Spawn:
	SHAB TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 2 A_FadeIn(0.006)
	FadeOut:
	SHAB T 2 A_FadeOut(0.005)
	loop
}
}

actor ElevatorVisionBinary
{
+NOGRAVITY
+MISSILE
-SOLID
states
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAA 4 A_SpawnItemEx("ElevatorVisionBinaryFX")
stop
}
}

actor ElevatorVisionBinaryFX
{
+NOGRAVITY
+MISSILE
-SOLID
+NOINTERACTION
translation "0:255=4:4"
scale 0.5
alpha 0.8
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256, "One", "Two")
One:
RBFX R 12
FadeOne:
RBFX R 1 A_FadeOut(0.01)
loop
Two:
RBFX S 12
FadeTwo:
RBFX S 1 A_FadeOut(0.01)
loop
}
}

actor RollProp_Nightmare : Roll
{
+SHOOTABLE
Health 100
+NODAMAGE
+QUICKTORETALIATE
painchance 256
damagefactor "PlugBall", 0.0
states
{
Walk:
ROLL BBBCCCDDDEEE 1 A_ChangeVelocity(15.0, 0, 0, CVF_REPLACE|CVF_RELATIVE)
loop
Defend:
ROLL M -1 A_Stop
stop
Slapped:
ROLL H 0 A_ChangeVelocity(0, 30.0, 0, CVF_RELATIVE) 
Pain:
ROLL H 0 A_FaceTarget
ROLL H 0 A_PlaySound("misc/monkeybutt")
ROLL H 1 A_SpawnItemEx("PainFX",-5,0,3,0,0,0)
ROLL H 1 A_Recoil(1)
ROLL HHHHHHHHH 2 A_SpawnItemEx("PainFX",-5,0,3,0,0,0)
ROLL H 1 A_FaceTarget
Goto Wounded
Wounded:
ROLL KL 25
loop
}
}

actor GalaxymanProp_Nightmare : GalaxymanProp
{
+SHOOTABLE
Health 50
+NOGRAVITY
painchance 256
states
{
Surprise:
"####" I 20
Fly:
"####" BC 3 A_ChangeVelocity(9.5,0,0.8,CVF_RELATIVE|CVF_REPLACE)
loop
Pain:
"####" H 0 A_PlaySound("misc/devilpain")
"####" H 0 A_Stop
"####" H 1 A_SpawnItemEx("PainFX",-5,0,3,0,0,0)
"####" H 1 A_Recoil(1)
"####" HHHHHHHHH 2 A_SpawnItemEx("PainFX",-5,0,3,0,0,0)
"####" H 1 
Goto Spawn
Death:
TNT1 A 0 A_PlaySound("weapon/junkend")
TNT1 AAAAAA 0 A_SpawnItemEx("IntroJunkFX", 0,0,48,random(5,10),0,random(3,8),random(0,360), SXF_TRANSFERTRANSLATION)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("GalaxymanProp_NightmareDeath", 0, 0, 48, -10, 0, 10, 0, SXF_TRANSFERTRANSLATION,0,tid) 
TNT1 A -1
stop
}
}

actor GalaxymanProp_NightmareDeath
{
scale 2.5
-SLIDESONWALLS
-SOLID
states
{
Spawn:
GALX J 12 A_SpawnItemEx("SasoreenuPuff", random(-16,16), random(-16,16), random(12,32), 0, 0, 2) 
loop
}
}

actor PlugmanProp_Nightmare : PlugmanProp
{
+SHOOTABLE
Health 50
+NOGRAVITY
painchance 256
states
{
Walk:
"####" BBBBCCCCDDDDEEEE 1 A_ChangeVelocity(5.0, 0, 0, CVF_REPLACE|CVF_RELATIVE)
loop
Missile:
"####" A 0 A_Stop
"####" AF 6 A_FaceTarget
"####" G 0 A_FaceTarget
"####" G 0 A_PlaySoundEx("weapon/Plugball","Voice")
"####" G 8 A_CustomMissile("Plugball", 40, 0, 0, 0)
loop
Pain:
"####" H 0 A_PlaySound("misc/devilpain")
"####" H 0 A_Stop
"####" H 1 A_SpawnItemEx("PainFX",-5,0,3,0,0,0)
"####" H 1 A_Recoil(1)
"####" HHHHHHHHH 2 A_SpawnItemEx("PainFX",-5,0,3,0,0,0)
"####" H 1 
Goto Spawn
Death:
TNT1 A 0 A_PlaySound("weapon/junkend")
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_ChangeVelocity(-3.0, 0.0, 3.0, CVF_RELATIVE)
TNT1 AAAAAA 0 A_SpawnItemEx("IntroJunkFX", 0,0,32,random(5,10),0,random(3,8),random(0,360), SXF_TRANSFERTRANSLATION)
Smoke:
PLUM J 12 A_SpawnItemEx("SasoreenuPuff", random(-16,16), random(-16,16), random(12,32), 0, 0, 2) 
loop
}
}

actor OriginalDuoExplosionSpawner_Nightmare
{
-SOLID
+NOGRAVITY
reactiontime 12
states
{
Spawn:
TNT1 A 0 A_CountDown
TNT1 AA 1 A_SpawnITemEx("OriginalDuoExplosion_Nightmare", random(-192, 192), random(-192, 192), 0, 0, 0, 0, 0)
TNT1 AA 1 A_SpawnITemEx("OriginalDuoExplosion_Nightmare", random(-192, 192), random(-192, 192), 0, 0, 0, 0, 0)
loop
}
}

actor OriginalDuoExplosion_Nightmare : SharkDeathFx
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/napalm", "Voice", 0, 1)
ASEX ABCDEF 2
stop
}
}

actor OriginalDuoFXSpawner_Nightmare
{
-SOLID
states
{
Spawn:
TNT1 A 10
Spawning:
TNT1 AAAAAAAA 0 A_SpawnITemEx("OriginalDuoFX_Nightmare", random(-192, 192), random(-192, 192), 0, 0, 0, random(2, 12), 0)
TNT1 A 1
loop
}
}

actor OriginalDuoFX_Nightmare
{
+MISSILE
-SOLID
+NOGRAVITY
+THRUACTORS
scale 2.5
renderstyle translucent
alpha 0.5
reactiontime 20
states
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_JumpIf(z>-1, "Death")
RBFX TU 6 A_CountDown
Goto Spawn+2
Death:
TNT1 A 0
stop
}
}

actor OriginalDuoFX_Nightmare2 : OriginalDuoFX_Nightmare
{
states
{
Spawn:
RBFX TU 6 A_CountDown
loop
}
}

actor OriginalDuo_Nightmare
{
scale 3.0
+NOGRAVITY
-SOLID
states
{
Spawn:
ODUO J 0
ODUO J 0 ThrustThingZ(0, 5, 0, 0)
Rise:
ODUO JJKK 2 A_SpawnItemEx("OriginalDuoFX_Nightmare", random(0, 80), 0, random(0, 128), 0, 0, random(-2, -12), random(0,360)) 
loop
Appear:
ODUO KLKLKLKLKLKLKLKL 2 A_SpawnItemEx("OriginalDuoFX_Nightmare", random(0, 80), 0, random(0, 128), 0, 0, random(-2, -12), random(0,360))
ODUO L -1
stop
Beam:
ODUO MNN 25 A_FaceTarget
Beaming:
ODUO N 3 A_CustomMissile("OriginalDuoBeam_Nightmare", 60, -42, 0)
loop
}
}

actor OriginalDuoBeam_Nightmare
{
PROJECTILE
height 3
radius 3
speed 35
states
{
Spawn:
GIGF I 0 A_FadeOut(0.05)
GIGF I 1 A_SetScale(scalex + 0.1, scaley + 0.1)
loop
Death:
TNT1 AA 1 A_SpawnItemEX("OriginalDuoFX_Nightmare2", 0,0,0, random(10,15),0,random(1,10),random(90 + 45, 270 - 45))
stop
}
}

actor BouncyCamera
{
height 16
radius 16
cameraheight 8
gravity 0.8
states
{
Spawn:
TNT1 A 1 A_CheckFloor("Bounce1")
loop
Bounce1:
TNT1 A 1 ThrustThingZ(0, 15, 0, 1)
Bouncing1:
TNT1 A 1 A_CheckFloor("Bounce2")
loop
Bounce2:
TNT1 A 1 ThrustThingZ(0, 10, 0, 1)
Bouncing2:
TNT1 A 1 A_CheckFloor("Bounce3")
loop
Bounce3:
TNT1 A 1 ThrustThingZ(0, 4, 0, 1)
Bouncing3:
TNT1 A 1 A_CheckFloor("Bounce4")
loop
Bounce4:
TNT1 A 1 ThrustThingZ(0, 2, 0, 1)
Bouncing4:
TNT1 A -1
stop
}
}

actor SnakeManProp : CutmanProp
{
Translation "192:192=4:4", "198:198=104:104"
States
{
Spawn:
SNAM A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
SNAM A 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
SNAM I 4
SNAM AIAIAIAIAIAIAIAIA 4
Goto Spawn
}
}


actor KingProp : CutmanProp
{
Translation "192:192=215:215", "198:198=220:220"
scale 2.5
states
{
Spawn:
KING W 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
KING W 5 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Spawn
Talking:
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
KINP P 4
KING W 4
Goto Spawn
AxeTalking:
KINP U 4
KING A 4
KINP U 4
KING A 4
KINP U 4
KING A 4
KINP U 4
KING A 4
KINP U 4
KING A 4
KINP U 4
KING A 4
KINP U 4
KING A 4
KINP U 4
KING A 4
KINP U 4
KING A 4
Goto Stand
}
}

actor CapedKingProp
{
scale 2.5
translation "192:192=231:231", "198:198=78:78"
states
{
Spawn:
10IN HIJ 4
loop
Leave:
TFOG C 0 A_ChangeFlag("NOINTERACTION",1)
TFOG C 0 A_ChangeFlag("NOGRAVITY",1)
TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
TFOG BBBAAACCC 1
TFOG A 65 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
stop
}
}

actor CapedDuoProp : CapedKingProp
{
states
{
Spawn:
10IN KLM 4
loop
}
}

actor TitleDuoEnergy
{
radius 2
height 2
renderstyle none
+NOGRAVITY
states
{
Spawn:
PLAY A 15 A_SpawnItemEx("OriginalDuoFX_Nightmare2", random(0, 8), random(-120, 120), 0, 0, 0, frandom(0.75, 1))
loop
}
}

actor InfectedSniperJoeGib : CriticalDeathSpawner
{
states
{
Spawn:
TNT1 A 1 
TNT1 A 0 A_SetUserVar(user_InFloor, (z-floorz < 32))
Spawn2:
//TNT1 A 0 A_SpawnItemEx("CriticalDeathGibA", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
TNT1 A 2 A_SpawnItemEx("CriticalDeathGibB", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
//TNT1 A 0 A_SpawnItemEx("CriticalDeathGibC", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
TNT1 A 2 A_SpawnItemEx("CriticalDeathGibD", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
//TNT1 A 0 A_SpawnItemEx("CriticalDeathGibE", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
TNT1 A 2 A_SpawnItemEx("CriticalDeathGibF", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
//TNT1 A 0 A_SpawnItemEx("CriticalDeathGibG", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
TNT1 A 2 A_SpawnItemEx("CriticalDeathGibH", 0, 0, (!user_InFloor + 3 + user_InFloor * -(z-floorz)), random(-9,9), random(-9,9), random(15,20), random(0,359),SXF_TRANSFERTRANSLATION)
stop
}
}

actor InfectedTsurareStampProp
{
scale 2.5
states
{
Face:
"####" A 0 ACS_ExecuteAlways(61, 0)
Spawn:
TSUS ABC 4
loop
Destroyed:
TSUS A 1 A_JumpIfInventory("CutterFlag", 1, "Death")
loop
Death:
TSUS A 0 A_SpawnITemEx("DrillExplode", 0, 0, 52)
stop
}
}

actor InfectedSniperJoeProp
{
scale 2.5
translation "192:192=4:4", "198:198=42:42"
states
{
Face:
"####" A 0 ACS_ExecuteAlways(61, 0)
Spawn:
SNIP A 1 A_SpawnItemEx("InfectedSniperJoeShieldFX",23,-17,8)
loop
ShieldDestroyed:
SNIP A 0 A_SpawnItemEx("InfectedSniperJoeShieldFX",23,-17,8,momx, momy, momz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM, 0)
SNIP "#" 1 A_GiveInventory("CutterFlag", random(0, 2))
TSUS "#" 0 A_JumpIfInventory("CutterFlag", 35*10, "Death")
loop
AimDestroyed:
SNIP F 0 //A_SpawnItemEx("InfectedSniperJoeShieldFX",23,-17,8,momx, momy, momz, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM, 0)
SNIP "#" 1 A_GiveInventory("CutterFlag", random(0, 2))
TSUS "#" 0 A_JumpIfInventory("CutterFlag", 35*10, "Death")
loop
Death:
TSUS A 0 ACS_Execute(62, 0)
TSUS A 0 A_SpawnITemEx("DrillExplode", 0, 0, 32)
TNT1 A 0 A_SpawnITemEx("InfectedSniperJoeGib", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
stop
Destroyed:
SNIP F 0 A_Jump(128, "ShieldDestroyed")
goto AimDestroyed
}
}

actor InfectedSniperJoeShieldFX : SniperJoeShieldFX 
{ 
-MISSILE
+NOINTERACTION
height 1
radius 1
translation "192:192=4:4", "198:198=42:42" 
}

actor NeptuneProp
{
scale 2.5
translation "192:192=107:107", "198:198=74:74"
states
{
Spawn:
NEPT A -1
stop
Talking:
NEPT IAIAIAIAIAIAIAIAI 4
Goto Spawn
}
}

actor SaturnProp
{
scale 2.5
translation "192:192=210:210", "198:198=233:233"
states
{
Spawn:
SATU A -1
stop
Talking:
SATU IAIAIAIAIAIAIAIAI 4
Goto Spawn
Walking:
SATU BBBBBCCCCDDDDDEEEEE 1 A_Changevelocity(5.0, 1.0, 0, CVF_REPLACE|CVF_RELATIVE)
loop
}
}

actor TrebleBoostWingsProp : TrebleBoostWings
{
translation "192:192=62:62", "198:198=95:95"
}

actor TeleportInProp
{
+NOGRAVITY
height 1
radius 2
scale 2.5
states
{
Spawn:
TNT1 A 2
TNT1 A 0 A_ChangeVelocity(0, 0, -20, 0)
Falling:
TFOG A 1 A_JumpIF(floorz-z==0, "Land")
loop
Land:
TFOG CCAAABBBBB 1
TNT1 A -1 A_GiveInventory("CutterFlag", 1)
stop
}
}

actor EvilRobotShadowyHead
{
scale 2.5
height 2
radius 2
states
{
Spawn:
BECL T 2 A_ChangeVelocity(0.5, 0, 0, CVF_RELATIVE)
loop
Hello:
BECL T -1 A_Stop
stop
}
}

actor EvilRobotHeadSurprise
{
alpha 0.0
scale 2.5
speed 5
+NOGRAVITY
+MISSILE
states
{
Spawn:
BECL A 1 A_FadeIn(0.1)
loop
Death:
BECL A 0 Thing_ChangeTID(0, 1103)
BECL A 0 A_GiveInventory("CutterFlag") 
BECL A 25 A_PlaySound("misc/powerland", "Voice", 0.5, 0, ATTN_NONE)
Away:
BECL A 2 A_ChangeVelocity(0, -0.40, 0.25)
loop
}
}


actor WilyStarWilyProp
{
scale 2.5
maxstepheight 64
translation "192:192=229:229", "198:198=239:239"
states
{
Spawn:
WILG D -1
stop
Suit:
DRWI A -1 A_Stop
loop
Shock:
SuitWalk:
DRWI BCDE 4
loop
Aim:
DRWI F -1
stop
Pace:
WILG JJJJJJKKKKKKLLLLLLKKKKKKJJJJJJKKKKKKLLLLLLKKKKKK 1 A_ChangeVelocity(1.4, 0, 0, CVF_REPLACE|CVF_RELATIVE)
WILG D 2 A_Stop
WILG D 2 A_SetAngle(angle + 180)
loop
Shock:
WILG A 10 A_ChangeVelocity(-3.0, 0, 5.5, CVF_RELATIVE)
WILG A 5
WILG C -1 A_Stop
stop
Walking:
WILG JJJJJKKKKKLLLLLKKKKK 1 A_ChangeVelocity(0.6, 0, 0, CVF_RELATIVE)
loop
SuitWiggle:
DRWI FG 5
loop
}
}