actor RobotMasterActor 11716
{
//$Category MM8BDM-Props
//$Arg0 Robot Master
//$Arg0Enum { 0 = "Proto"; 1 = "Proto"; 2 = "Mega"; 3 = "Roll"; 4 = "Cut"; 5 = "Guts"; 6 = "Ice"; 7 = "Bomb"; 8 = "Fire"; 9 = "Elec"; 10 = "Metal"; 11 = "Air"; 12 = "Bubble"; 13 = "Quick"; 14 = "Clash"; 15 = "Flash"; 16 = "Heat"; 17 = "Wood"; 18 = "Needle"; 19 = "Magnet"; 20 = "Gemini"; 21 = "Hard"; 22 = "Top"; 23 = "Snake"; 24 = "Spark"; 25 = "Shadow"; 26 = "Bright"; 27 = "Toad"; 28 = "Drill"; 29 = "Pharaoh"; 30 = "Ring"; 31 = "Dust"; 32 = "Dive"; 33 = "Skull"; 34 = "Gravity"; 35 = "Wave"; 36 = "Stone"; 37 = "Gyro"; 38 = "Star"; 39 = "Charge"; 40 = "Napalm"; 41 = "Crystal"; 42 = "Blizzard"; 43 = "Centaur"; 44 = "Flame"; 45 = "Knight"; 46 = "Plant"; 47 = "Tomahawk"; 48 = "Wind"; 49 = "Yamato"; 50 = "Freeze"; 51 = "Junk"; 52 = "Burst"; 53 = "Cloud"; 54 = "Spring"; 55 = "Slash"; 56 = "Shade"; 57 = "Turbo"; 58 = "Tengu"; 59 = "Astro"; 60 = "Sword"; 61 = "Clown"; 62 = "Search"; 63 = "Frost"; 64 = "Grenade"; 65 = "Aqua"; 66 = "Concrete"; 67 = "Tornado"; 68 = "Splash"; 69 = "Plug"; 70 = "Jewel"; 71 = "Hornet"; 72 = "Magma"; 73 = "Galaxy"; 74 = "Blade"; 75 = "Pump"; 76 = "Commando"; 77 = "Chill"; 78 = "Sheep"; 79 = "Strike"; 80 = "Nitro"; 81 = "Solar"; 82 = "Time"; 83 = "Oil"; 84 = "Dynamo"; 85 = "Cold"; 86 = "Ground"; 87 = "Pirate"; 88 = "Burner"; 89 = "Magic"; 90 = "Enker"; 91 = "Punk"; 92 = "Ballade"; 93 = "Quint"; 94 = "Monkey"; 95 = "Kappa"; 96 = "Pig"; 97 = "Doc"; 98 = "Dark1"; 99 = "Dark2"; 100 = "Dark3"; 101 = "Dark4"; 102 = "Bass"; 103 = "Duo"; 104 = "King"; 105 = "CopyMega"; 106 = "Fake"; 107 = "Terra"; 108 = "Mercury"; 109 = "Venus"; 110 = "Mars"; 111 = "Jupiter"; 112 = "Saturn"; 113 = "Uranus"; 114 = "Pluto"; 115 = "Neptune"; 116 = "Sunstar"; }
//$Arg0Type 11
scale 2.5
Health 10
+SHOOTABLE
+SOLID
//+ISMONSTER
+ACTIVATEMCROSS
height 56
Radius 16
mass 99999
maxstepheight 40
states
{
Spawn:
PLAY A 0
// Because ZDoom does not update old functions
TNT1 A 0 A_JumpIf(args[0]==1  , "Proto")
TNT1 A 0 A_JumpIf(args[0]==2  , "Mega")
TNT1 A 0 A_JumpIf(args[0]==3  , "Roll")
TNT1 A 0 A_JumpIf(args[0]==4  , "Cut")
TNT1 A 0 A_JumpIf(args[0]==5  , "Guts")
TNT1 A 0 A_JumpIf(args[0]==6  , "Ice")
TNT1 A 0 A_JumpIf(args[0]==7  , "Bomb")
TNT1 A 0 A_JumpIf(args[0]==8  , "Fire")
TNT1 A 0 A_JumpIf(args[0]==9  , "Elec")
TNT1 A 0 A_JumpIf(args[0]==10 , "Metal")
TNT1 A 0 A_JumpIf(args[0]==11 , "Air")
TNT1 A 0 A_JumpIf(args[0]==12 , "Bubble")
TNT1 A 0 A_JumpIf(args[0]==13 , "Quick")
TNT1 A 0 A_JumpIf(args[0]==14 , "Clash")
TNT1 A 0 A_JumpIf(args[0]==15 , "Flash")
TNT1 A 0 A_JumpIf(args[0]==16 , "Heat")
TNT1 A 0 A_JumpIf(args[0]==17 , "Wood")
TNT1 A 0 A_JumpIf(args[0]==18 , "Needle")
TNT1 A 0 A_JumpIf(args[0]==19 , "Magnet")
TNT1 A 0 A_JumpIf(args[0]==20 , "Gemini")
TNT1 A 0 A_JumpIf(args[0]==21 , "Hard")
TNT1 A 0 A_JumpIf(args[0]==22 , "Top")
TNT1 A 0 A_JumpIf(args[0]==23 , "Snake")
TNT1 A 0 A_JumpIf(args[0]==24 , "Spark")
TNT1 A 0 A_JumpIf(args[0]==25 , "Shadow")
TNT1 A 0 A_JumpIf(args[0]==26 , "Bright")
TNT1 A 0 A_JumpIf(args[0]==27 , "Toad")
TNT1 A 0 A_JumpIf(args[0]==28 , "Drill")
TNT1 A 0 A_JumpIf(args[0]==29 , "Pharaoh")
TNT1 A 0 A_JumpIf(args[0]==30 , "Ring")
TNT1 A 0 A_JumpIf(args[0]==31 , "Dust")
TNT1 A 0 A_JumpIf(args[0]==32 , "Dive")
TNT1 A 0 A_JumpIf(args[0]==33 , "Skull")
TNT1 A 0 A_JumpIf(args[0]==34 , "Gravity")
TNT1 A 0 A_JumpIf(args[0]==35 , "Wave")
TNT1 A 0 A_JumpIf(args[0]==36 , "Stone")
TNT1 A 0 A_JumpIf(args[0]==37 , "Gyro")
TNT1 A 0 A_JumpIf(args[0]==38 , "Star")
TNT1 A 0 A_JumpIf(args[0]==39 , "Charge")
TNT1 A 0 A_JumpIf(args[0]==40 , "Napalm")
TNT1 A 0 A_JumpIf(args[0]==41 , "Crystal")
TNT1 A 0 A_JumpIf(args[0]==42 , "Blizzard")
TNT1 A 0 A_JumpIf(args[0]==43 , "Centaur")
TNT1 A 0 A_JumpIf(args[0]==44 , "Flame")
TNT1 A 0 A_JumpIf(args[0]==45 , "Knight")
TNT1 A 0 A_JumpIf(args[0]==46 , "Plant")
TNT1 A 0 A_JumpIf(args[0]==47 , "Tomahawk")
TNT1 A 0 A_JumpIf(args[0]==48 , "Wind")
TNT1 A 0 A_JumpIf(args[0]==49 , "Yamato")
TNT1 A 0 A_JumpIf(args[0]==50 , "Freeze")
TNT1 A 0 A_JumpIf(args[0]==51 , "Junk")
TNT1 A 0 A_JumpIf(args[0]==52 , "Burst")
TNT1 A 0 A_JumpIf(args[0]==53 , "Cloud")
TNT1 A 0 A_JumpIf(args[0]==54 , "Spring")
TNT1 A 0 A_JumpIf(args[0]==55 , "Slash")
TNT1 A 0 A_JumpIf(args[0]==56 , "Shade")
TNT1 A 0 A_JumpIf(args[0]==57 , "Turbo")
TNT1 A 0 A_JumpIf(args[0]==58 , "Tengu")
TNT1 A 0 A_JumpIf(args[0]==59 , "Astro")
TNT1 A 0 A_JumpIf(args[0]==60 , "Sword")
TNT1 A 0 A_JumpIf(args[0]==61 , "Clown")
TNT1 A 0 A_JumpIf(args[0]==62 , "Search")
TNT1 A 0 A_JumpIf(args[0]==63 , "Frost")
TNT1 A 0 A_JumpIf(args[0]==64 , "Grenade")
TNT1 A 0 A_JumpIf(args[0]==65 , "Aqua")
TNT1 A 0 A_JumpIf(args[0]==66 , "Concrete")
TNT1 A 0 A_JumpIf(args[0]==67 , "Tornado")
TNT1 A 0 A_JumpIf(args[0]==68 , "Splash")
TNT1 A 0 A_JumpIf(args[0]==69 , "Plug")
TNT1 A 0 A_JumpIf(args[0]==70 , "Jewel")
TNT1 A 0 A_JumpIf(args[0]==71 , "Hornet")
TNT1 A 0 A_JumpIf(args[0]==72 , "Magma")
TNT1 A 0 A_JumpIf(args[0]==73 , "Galaxy")
TNT1 A 0 A_JumpIf(args[0]==74 , "Blade")
TNT1 A 0 A_JumpIf(args[0]==75 , "Pump")
TNT1 A 0 A_JumpIf(args[0]==76 , "Commando")
TNT1 A 0 A_JumpIf(args[0]==77 , "Chill")
TNT1 A 0 A_JumpIf(args[0]==78 , "Sheep")
TNT1 A 0 A_JumpIf(args[0]==79 , "Strike")
TNT1 A 0 A_JumpIf(args[0]==80 , "Nitro")
TNT1 A 0 A_JumpIf(args[0]==81 , "Solar")
TNT1 A 0 A_JumpIf(args[0]==82 , "Time")
TNT1 A 0 A_JumpIf(args[0]==83 , "Oil")
TNT1 A 0 A_JumpIf(args[0]==84 , "Dynamo")
TNT1 A 0 A_JumpIf(args[0]==85 , "Cold")
TNT1 A 0 A_JumpIf(args[0]==86 , "Ground")
TNT1 A 0 A_JumpIf(args[0]==87 , "Pirate")
TNT1 A 0 A_JumpIf(args[0]==88 , "Burner")
TNT1 A 0 A_JumpIf(args[0]==89 , "Magic")
TNT1 A 0 A_JumpIf(args[0]==90 , "Enker")
TNT1 A 0 A_JumpIf(args[0]==91 , "Punk")
TNT1 A 0 A_JumpIf(args[0]==92 , "Ballade")
TNT1 A 0 A_JumpIf(args[0]==93 , "Quint")
TNT1 A 0 A_JumpIf(args[0]==94 , "Monkey")
TNT1 A 0 A_JumpIf(args[0]==95 , "Kappa")
TNT1 A 0 A_JumpIf(args[0]==96 , "Pig")
TNT1 A 0 A_JumpIf(args[0]==97 , "Doc")
TNT1 A 0 A_JumpIf(args[0]==98 , "Dark1")
TNT1 A 0 A_JumpIf(args[0]==99 , "Dark2")
TNT1 A 0 A_JumpIf(args[0]==100, "Dark3")
TNT1 A 0 A_JumpIf(args[0]==101, "Dark4")
TNT1 A 0 A_JumpIf(args[0]==102, "Bass")
TNT1 A 0 A_JumpIf(args[0]==103, "Duo")
TNT1 A 0 A_JumpIf(args[0]==104, "King")
TNT1 A 0 A_JumpIf(args[0]==105, "CopyMega")
TNT1 A 0 A_JumpIf(args[0]==106, "Fake")
TNT1 A 0 A_JumpIf(args[0]==107, "Terra")
TNT1 A 0 A_JumpIf(args[0]==108, "Mercury")
TNT1 A 0 A_JumpIf(args[0]==109, "Venus")
TNT1 A 0 A_JumpIf(args[0]==110, "Mars")
TNT1 A 0 A_JumpIf(args[0]==111, "Jupiter")
TNT1 A 0 A_JumpIf(args[0]==112, "Saturn")
TNT1 A 0 A_JumpIf(args[0]==113, "Uranus")
TNT1 A 0 A_JumpIf(args[0]==114, "Pluto")
TNT1 A 0 A_JumpIf(args[0]==115, "Neptune")
TNT1 A 0 A_JumpIf(args[0]==116, "Sunstar")

Proto:
PROM A 35 Thing_SetTranslation(0, 36)
goto Standing
Mega:
MEGM A 35 Thing_SetTranslation(0, 0)
goto Standing
Roll:
ROLL A 35 Thing_SetTranslation(0, 712)
goto Standing
Cut:
CUTM A 35 Thing_SetTranslation(0, 720)
goto Standing
Guts:
GUTS A 35 Thing_SetTranslation(0, 721)
goto Standing
Ice:
ICEM A 35 Thing_SetTranslation(0, 722)
goto Standing
Bomb:
BOMM A 35 Thing_SetTranslation(0, 723)
goto Standing
Fire:
FIRM A 35 Thing_SetTranslation(0, 724)
goto Standing
Elec:
ELEC A 35 Thing_SetTranslation(0, 725)
goto Standing
Metal:
METM A 35 Thing_SetTranslation(0, 740)
goto Standing
Air:
AIRM A 35 Thing_SetTranslation(0, 741)
goto Standing
Bubble:
BUBM A 35 Thing_SetTranslation(0, 742)
goto Standing
Quick:
QUIM A 35 Thing_SetTranslation(0, 743)
goto Standing
Clash:
CRAM A 35 Thing_SetTranslation(0, 744)
goto Standing
Flash:
FLSM A 35 Thing_SetTranslation(0, 745)
goto Standing
Heat:
HEAM A 35 Thing_SetTranslation(0, 746)
goto Standing
Wood:
WODM A 35 Thing_SetTranslation(0, 747)
goto Standing
Needle:
NEED A 35 Thing_SetTranslation(0, 760)
goto Standing
Magnet:
MAGM A 35 Thing_SetTranslation(0, 761)
goto Standing
Gemini:
GEMM A 35 Thing_SetTranslation(0, 762)
goto Standing
Hard:
HARM A 35 Thing_SetTranslation(0, 763)
goto Standing
Top:
TOPM A 35 Thing_SetTranslation(0, 764)
goto Standing
Snake:
SNAM A 35 Thing_SetTranslation(0, 765)
goto Standing
Spark:
SPAR A 35 Thing_SetTranslation(0, 766)
goto Standing
Shadow:
SHAM A 35 Thing_SetTranslation(0, 767)
goto Standing
Bright:
BRIG A 35 Thing_SetTranslation(0, 780)
goto Standing
Toad:
TOAD A 35 Thing_SetTranslation(0, 781)
goto Standing
Drill:
DRIM A 35 Thing_SetTranslation(0, 782)
goto Standing
Pharaoh:
PHAR A 35 Thing_SetTranslation(0, 783)
goto Standing
Ring:
RINM A 35 Thing_SetTranslation(0, 784)
goto Standing
Dust:
DUSM A 35 Thing_SetTranslation(0, 785)
goto Standing
Dive:
DIVM A 35 Thing_SetTranslation(0, 786)
goto Standing
Skull:
SKUL A 35 Thing_SetTranslation(0, 787)
goto Standing
Gravity:
GRAM A 35 Thing_SetTranslation(0, 800)
goto Standing
Wave:
WAVM A 35 Thing_SetTranslation(0, 801)
goto Standing
Stone:
STOM A 35 Thing_SetTranslation(0, 802)
goto Standing
Gyro:
GYRM A 35 Thing_SetTranslation(0, 803)
goto Standing
Star:
STAM A 35 Thing_SetTranslation(0, 804)
goto Standing
Charge:
CHRM A 35 Thing_SetTranslation(0, 805)
goto Standing
Napalm:
NAPM A 35 Thing_SetTranslation(0, 806)
goto Standing
Crystal:
CRYM A 35 Thing_SetTranslation(0, 807)
goto Standing
Blizzard:
BLZZ A 35 Thing_SetTranslation(0, 820)
goto Standing
Centaur:
CENT A 35 Thing_SetTranslation(0, 821)
goto Standing
Flame:
FLAM A 35 Thing_SetTranslation(0, 822)
goto Standing
Knight:
KNIM A 35 Thing_SetTranslation(0, 823)
goto Standing
Plant:
PLAM A 35 Thing_SetTranslation(0, 824)
goto Standing
Tomahawk:
TOMM A 35 Thing_SetTranslation(0, 825)
goto Standing
Wind:
WINM A 35 Thing_SetTranslation(0, 826)
goto Standing
Yamato:
YAMM A 35 Thing_SetTranslation(0, 827)
goto Standing
Freeze:
FREE A 35 Thing_SetTranslation(0, 840)
goto Standing
Junk:
JUNM A 35 Thing_SetTranslation(0, 841)
goto Standing
Burst:
BURS A 35 Thing_SetTranslation(0, 842)
goto Standing
Cloud:
CLOM A 35 Thing_SetTranslation(0, 843)
goto Standing
Spring:
SPNG A 35 Thing_SetTranslation(0, 844)
goto Standing
Slash:
SLAS A 35 Thing_SetTranslation(0, 845)
goto Standing
Shade:
SHDE A 35 Thing_SetTranslation(0, 846)
goto Standing
Turbo:
TURB A 35 Thing_SetTranslation(0, 847)
goto Standing
Tengu:
TENG A 35 Thing_SetTranslation(0, 860)
goto Standing
Astro:
ASTM A 35 Thing_SetTranslation(0, 861)
goto Standing
Sword:
SWOM A 35 Thing_SetTranslation(0, 862)
goto Standing
Clown:
CLWN A 35 Thing_SetTranslation(0, 863)
goto Standing
Search:
SEAR A 35 Thing_SetTranslation(0, 864)
goto Standing
Frost:
AFRO A 35 Thing_SetTranslation(0, 865)
goto Standing
Grenade:
GREM A 35 Thing_SetTranslation(0, 866)
goto Standing
Aqua:
AQUA A 35 Thing_SetTranslation(0, 867)
goto Standing
Concrete:
CONM A 35 Thing_SetTranslation(0, 880)
goto Standing
Tornado:
TORM A 35 Thing_SetTranslation(0, 881)
goto Standing
Splash:
SPLW A 35 Thing_SetTranslation(0, 882)
goto Standing
Plug:
PLUM A 35 Thing_SetTranslation(0, 883)
goto Standing
Jewel:
JEWL A 35 Thing_SetTranslation(0, 884)
goto Standing
Hornet:
HORM A 35 Thing_SetTranslation(0, 885)
goto Standing
Magma:
MGMA A 35 Thing_SetTranslation(0, 886)
goto Standing
Galaxy:
GALX A 35 Thing_SetTranslation(0, 887)
goto Standing
Blade:
BLDM A 35 Thing_SetTranslation(0, 900)
goto Standing
Pump:
PUMM A 35 Thing_SetTranslation(0, 901)
goto Standing
Commando:
CMDM A 35 Thing_SetTranslation(0, 902)
goto Standing
Chill:
CHIM A 35 Thing_SetTranslation(0, 903)
goto Standing
Sheep:
SHPM A 35 Thing_SetTranslation(0, 904)
goto Standing
Strike:
STKM A 35 Thing_SetTranslation(0, 905)
goto Standing
Nitro:
NITB A 35 Thing_SetTranslation(0, 906)
goto Standing
Solar:
SOLM A 35 Thing_SetTranslation(0, 907)
goto Standing
Time:
NTIM A 35 Thing_SetTranslation(0, 726)
goto Standing
Oil:
NOIL A 35 Thing_SetTranslation(0, 727)
goto Standing
Dynamo:
DYNA A 35 Thing_SetTranslation(0, 922)
goto Standing
Cold:
COLM A 35 Thing_SetTranslation(0, 923)
goto Standing
Ground:
GROU A 35 Thing_SetTranslation(0, 924)
goto Standing
Pirate:
PIRA A 35 Thing_SetTranslation(0, 925)
goto Standing
Burner:
BURN A 35 Thing_SetTranslation(0, 926)
goto Standing
Magic:
MGIC A 35 Thing_SetTranslation(0, 927)
goto Standing
Enker:
ENKR A 35 Thing_SetTranslation(0, 943)
goto Standing
Punk:
PUNK A 35 Thing_SetTranslation(0, 944)
goto Standing
Ballade:
BALD A 35 Thing_SetTranslation(0, 945)
goto Standing
Quint:
QUIN A 35 Thing_SetTranslation(0, 946)
goto Standing
Monkey:
BRGZ A 35 Thing_SetTranslation(0, 940)
goto Standing
Kappa:
MWSZ A 35 Thing_SetTranslation(0, 941)
goto Standing
Pig:
HSHZ A 35 Thing_SetTranslation(0, 942)
goto Standing
Doc:
DOCB A 35 Thing_SetTranslation(0, 768)
goto Standing
Dark1:
DAR1 A 35 Thing_SetTranslation(0, 808)
goto Standing
Dark2:
DAR2 A 35 Thing_SetTranslation(0, 809)
goto Standing
Dark3:
DAR3 A 35 Thing_SetTranslation(0, 810)
goto Standing
Dark4:
DAR4 A 35 Thing_SetTranslation(0, 811)
goto Standing
Bass:
BASS A 35 Thing_SetTranslation(0, 46)
goto Standing
Duo:
DUOR A 35 Thing_SetTranslation(0, 101)
goto Standing
King:
KING A 35 Thing_SetTranslation(0, 928)
goto Standing
CopyMega:
EMEG A 35 Thing_SetTranslation(0, 0)
goto Standing
Fake:
FAKM A 35 Thing_SetTranslation(0, 0)
goto Standing
Terra:
TRRA A 35 Thing_SetTranslation(0, 960)
goto Standing
Mercury:
MERC A 35 Thing_SetTranslation(0, 961)
goto Standing
Venus:
VENS A 35 Thing_SetTranslation(0, 962)
goto Standing
Mars:
MARS A 35 Thing_SetTranslation(0, 963)
goto Standing
Jupiter:
JUPT A 35 Thing_SetTranslation(0, 964)
goto Standing
Saturn:
SATU A 35 Thing_SetTranslation(0, 965)
goto Standing
Uranus:
URAN A 35 Thing_SetTranslation(0, 966)
goto Standing
Pluto:
PLUT A 35 Thing_SetTranslation(0, 967)
goto Standing
Neptune:
NEPT A 35 Thing_SetTranslation(0, 968)
goto Standing
Sunstar:
SGOD A 35 Thing_SetTranslation(0, 969)
goto Standing

Standing:
"####" A -1
stop
Walking:
"####" BBBBBCCCCCDDDDDEEEEE 1// A_Recoil(-2)
loop
Running:
"####" BBCCDDEE 1// A_Recoil(-2)
loop
WalkForward:
"####" BBBBBCCCCCDDDDDEEEEE 1 A_ChangeVelocity(0.1 * args[1], 0, 0, CVF_RELATIVE|CVF_REPLACE)// A_Recoil(-2)
loop
Shoot:
"####" F 5
"####" G 4
Goto Standing
ShootHold1:
"####" F -1
stop
ShootHold2:
"####" G -1
stop
PainHold:
"####" H -1
stop
Pain:
Death:
"####" H 0 A_NoBlocking
"####" H 0 A_Stop
"####" H 20
"####" H 0 A_PlaySoundEx("misc/devildeath", "Voice", 0, 0)
"####" H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 32)
TNT1 A 1
stop
ShootRepeatFast:
"####" FG 8
loop
ShootRepeat:
"####" A 35
"####" A 1 A_Jump(128, "ShootRepeat")
"####" A 34
"####" FGG 12
loop
Seeable:
"####" "#" 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 0, 0, 360, "TalkableSee")
loop
Talkable:
"####" "#" 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "TalkableSee")
loop
TalkableSee:
"####" "#" 1 A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4])
Goto Talkable

// Intro Animations

intro_walkforward:
"####" BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-1)
loop
intro_NapalmBomb:
"####" F 0 A_SpawnItemEx("NapalmBomb", 0, 32, 0, 8, 0, 5, random(-1,1))
"####" F 5
"####" G 4
"####" A 4
loop
intro_MegaBuster:
"####" F 0 A_FaceTracer(0,0)
// A_SpawnItemEx("MegaShot",cos(pitch)*1,0,42-(sin(pitch)*1),cos(pitch)*8,0,sin(pitch)*8,0,0,0)
"####" F 5 A_CustomMissile("MegaShot", 32, 0, 0, CMF_AIMDIRECTION, pitch)
"####" G 4
loop
intro_RingBoomerang:
"####" F 0 A_CustomMissile("RingBoomerang", 32, 0, 0, CMF_AIMDIRECTION, pitch)
"####" F 5
"####" G 4
Goto Standing
intro_IceWave:
"####" F 0 A_CustomMissile("IceWaveDropper", 32, 0, 0, CMF_AIMDIRECTION, pitch)
"####" F 5
"####" G 4
Goto Standing
intro_NeedleCannon:
"####" F 0 A_CustomMissile("Needle", 32, 0, random(-3,3), CMF_AIMDIRECTION, pitch)
"####" G 5
loop
intro_RainFlush:
"####" F 0 A_SpawnItemEx("FakeRainFlush", -256, 0, 0, 0 ,0 , 0, 90)
intro_RainLoop:
"####" F 4
"####" G 4
loop
intro_CrashBomb:
"####" F 0 A_FaceTracer(0,0)
// A_SpawnItemEx("MegaShot",cos(pitch)*1,0,42-(sin(pitch)*1),cos(pitch)*8,0,sin(pitch)*8,0,0,0)
"####" F 5 A_CustomMissile("CrashBomb", 32, 0, 0, CMF_AIMDIRECTION, pitch)
"####" G 4
"####" A 13
loop
intro_WaveBurner:
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, -15, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, -10, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, -5, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, 0, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, 5, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, 10, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, -15, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, 10, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, 5, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, 0, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, -5, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, -10, CMF_AIMDIRECTION, pitch)
"####" G 2 A_Recoil(-1)
"####" G 0 A_CustomMissile("WaveBurn", 32, 0, -15, CMF_AIMDIRECTION, pitch)
loop
intro_AstroCrush:
"####" F -1 A_CustomMissile("AstroCrushSpawner", 32, 0, 0, CMF_AIMDIRECTION, pitch) 
stop
}
}

actor FakeRainFlush : RainFlush
{
damagetype "RainFlush"
Obituary "$OB_RAINFLUSH"
+NOGRAVITY
+MISSILE
+SKYEXPLODE
+NOINTERACTION
+DONTBLAST
height 1
radius 1
-SOLID
States
{
Spawn:
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
loop
}
}
