actor VRSphere 10504
{
//$Category MM8BDM-Props
+NOGRAVITY
+FORCEYBILLBOARD
-SOLID
radius 256
height 128
Scale 2.5
States
{
Spawn:
GLSS A -1
stop
}
}

actor Yashichi 10604
{
//$Category MM8BDM-Yashichi
-SOLID
scale 2.5
radius 4
height 4
+NOGRAVITY
+FORCEXYBILLBOARD
States
{
Spawn:
YASH A -1
stop
}
}

actor MailBox 11642
{
//$Category MM8BDM-Props
//$Arg0 Mailbox Mode
//$Arg0Enum { 0 = "Default"; 1 = "Snowy"; 2 = "Cossack"; 3 = "CossackSnowy"; }
//$Arg0Type 11
+SOLID
Height 32
Radius 16
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[0] == 1, "Snowy")
TNT1 A 0 A_JumpIf(Args[0] == 2, "Cossack")
TNT1 A 0 A_JumpIf(Args[0] >= 3, "CossackSnowy")
Normal:
MAIL A -1
loop
Snowy:
MAIL B -1
loop
NormalLook:
MAIL A 4 A_LookEx(LOF_NOSOUNDCHECK,0,50,0,360,"See")
loop
SnowyLook:
MAIL B 4 A_LookEx(LOF_NOSOUNDCHECK,0,50,0,360,"See")
loop
Shiny:
MAIL A 0 A_LookEx(LOF_NOSOUNDCHECK,0,50,0,360,"See")
MAIL A 4 A_SpawnItemEx("SparkleFX", random(0,40),0,random(0,48),0,0,0,random(0,360)) 
loop
SnowyShiny:
MAIL A 0 A_LookEx(LOF_NOSOUNDCHECK,0,50,0,360,"SnowySee")
MAIL B 4 A_SpawnItemEx("SparkleFX", random(0,40),0,random(0,48),0,0,0,random(0,360)) 
loop
See:
MAIL A 0 ACS_Execute(47,0)
MAIL A 0 A_ClearTarget
Goto Normal
SnowySee:
MAIL A 0 ACS_Execute(47,0)
MAIL A 0 A_ClearTarget
Goto Snowy
Cossack:
MAIL C -1
loop
CossackSnowy:
MAIL D -1
loop
}
}

actor AutoTruck 11653
{
//$Category MM8BDM-Props
+SOLID
+PUSHABLE
+CANPASS
+ACTIVATEIMPACT
+ACTIVATEMCROSS
+NOBLOCKMONST
+CANPUSHWALLS
+CANUSEWALLS
radius 60
height 80
Scale 2.5
States
{
Spawn:
AUTC A -1
stop
}
}

actor MetFamily 11655
{
//$Category MM8BDM-Props
//$Arg0 Met Mode
//$Arg0Enum { 0 = "Dad Met"; 1 = "Mom Met"; 2 = "Baby Met"; }
//$Arg0Type 11
//$NotAngled
-SOLID
radius 5
height 5
Scale 2.5
States
{
Spawn:
MFAM A 0
MFAM A 0 A_JumpIf(Args[0]==1, "MomMet")
MFAM A 0 A_JumpIf(Args[0]==2, "BabyMet")
DadMet:
MFAM A -1
stop
MomMet:
MFAM B -1
stop
BabyMet:
MFAM C -1
stop
}
}

Actor BeatCage : ThunderClawPeg 11652
{
//$Category MM8BDM-Interactive Props
//$Arg0 Chain
//$Arg0Enum { 0 = "Chain"; 1 = "No Chain"; }
//$Arg0Type 11
//$NotAngled
+FORCEYBILLBOARD
Height 48
Radius 24
States
{
Spawn:
BEAT Z 0
BEAT Z 0 A_JumpIf(ceilingz - z < 16, "Spawn2")
BEAT Z 0 A_JumpIf(Args[0]>0, "Spawn2")
BEAT Z 1 A_SpawnItemEx("BeatChain",0,0,100,0,0,20)
Spawn2:
BEAT Z 1
loop
pain.ThunderClaw:
Pain.ThunderClawPegHelp:
BEAT Z 0 A_ChangeFlag("SHOOTABLE", 0)
BEAT Z 1 ACS_NamedExecuteAlways("core_thunderclawpeg", 0)
BEAT Z 0 A_ChangeFlag("SHOOTABLE", 1)
Goto Spawn2
TargetClear:
BEAT Z 0
BEAT Z 0 A_ClearTarget
BEAT Z 0 A_ChangeFlag("SHOOTABLE", 1)
Goto Spawn2
}
}

actor BeatChain : PegChain
{
States
{
Spawn:
TNT1 A 1 A_SpawnItemEx("BeatChainFx")
Loop
}
}

actor BeatChainFx : PegChainFx
{
States
{
Spawn:
BEAT Y -1 
stop
}
}

actor Dove
{
PROJECTILE
+NOINTERACTION
Height 1
Radius 1
ReactionTime 35
Scale 2.5
States
{
Spawn:
MDOV ABCD 2 ThrustThingZ(0,5,0,1)
MDOV A 0 A_CountDown
Loop
Death:
TNT1 A 0
Stop
}
}

Actor DoveSpawner
{
PROJECTILE
+NOINTERACTION
Height 1
Radius 1
ReactionTime 35
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 0 A_SpawnItemEx("Dove", Random(3,5), Random(3,5),0,Random(3,5), Random(3,5), Random(0, 2), Random(0, 360))
stop
}
}

actor MMBMegaMan 
{
+NOGRAVITY
height 16
radius 16
scale 2.0
States
{
Spawn:
MMAB A -1
stop
}
}

actor MMBBass : MMBMegaMan
{
height 16
radius 16
scale 2.0
States
{
Spawn:
MMAB B -1
stop
}
}

actor MMBChargeShot //not like this is going to see use anyways. So it's a 255 damage ripper for the giggles
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
+RIPPER
damagetype "Buster"
Speed 80
Damage (255)
radius 16
height 16
scale 2.5
States
{
Spawn:
CHBU ABCD 2
loop
}
}

actor ERTree 11129
{
//$Category MM8BDM-Props
scale 2.5
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
UTRE A -1
stop
}
}

actor ERRock : ERTree 11130
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,"Spawn2")
UROC A -1
stop
Spawn2:
EROC B -1
stop
}
}

actor ERBigRock : ERTree 11131
{
States
{
Spawn:
UROC C -1
stop
}
}

actor ERGrass : ERTree 11132
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,"Spawn2")
UGRA A -1
stop
Spawn2:
UGRA B -1
stop
}
}

actor SjasCameo
{
Scale 2.5
alpha 0.001
renderstyle "Translucent"
-SOLID
States
{
	Spawn:
	SJAS BBBBBBBBBB 2 A_FadeIn(0.1)
	Death:
	SJAS B 2 A_FadeOut(0.1)
	loop
}
}

actor HornetManHead
{
PROJECTILE
+RIPPER
+NOGRAVITY
Speed 0
Damage (999)
damagetype "instagib" 
renderstyle none
//obituary "%o was stung by /ckhornetman."
Height 3
radius 16
	States
	{
	Spawn:
	PLAY A 1
	PLAY A 50 A_JumpIfCloser(20, "Spawn")
	Death:
	PLAY A 1
	stop
	}
}

actor BassChallengeProp
{
scale 2.5
+NOGRAVITY
translation "192:192=217:217", "198:198=95:95"
states
	{
	Spawn:
	BASS A -1
	loop
	Death:
	TFOG A 0 A_PlaySoundEx("misc/teleportout", "Voice", 0, 1)
	TFOG BBBAAACCC 1
	TFOG A 25 A_ChangeVelocity(0,0,13,CVF_RELATIVE|CVF_REPLACE)
	stop
	}
}

actor MegaAmiibo 11156
{
-SOLID
//$Category MM8BDM-Props
scale 1.0
	States
	{
	Spawn:
	DMGP D -1
	stop
	}
}

actor MrXTrophy
{
+NOINTERACTION
+NOGRAVITY
-SOLID
Height 0
Radius 0
scale 2.5
states
{
	Spawn:
	TRPH A -1
	stop
}
}

actor SparklingFX : MrXTrophy
{
	States
	{
	Spawn:
	TNT1 A 35 A_Jump(180, "Sparkle")
	loop
	Sparkle:
	TNT1 A 35 A_SpawnItemEx("SparkleFX", random(-16,16), random(-16,16), random(0,32)) 
	Goto Spawn
	}
}

actor SparkleFX : MrXTrophy
{
	states
	{
	Spawn:
	FLAS ABC 2
	stop
	}
}

actor DuoFistTrophy : MrXTrophy
{
Translation "192:192=220:220", "198:198=195:195"
states
	{
	Spawn:
	DUOR Y -1
	stop
	}
}

actor GenesisTrophy : MrXTrophy
{
states
{
	Spawn:
	TRPH B 0
	TRPH B -1 A_SpawnItemEx("GenesisController",16,8,0)
	stop
}
}

actor GenesisController : MrXTrophy
{
scale 2.0
states
{
	Spawn:
	TRPH C -1
	stop
}
}

actor SuperAdaptorTrophy : MrXTrophy
{
states
{
	Spawn:
	BSSA A -1
	stop
}
}

actor ProtoShieldTrophy : MrXTrophy
{
Translation "192:192=87:87", "198:198=42:42"
states
{
	Spawn:
	PROS B -1
	stop
}
}

actor QuintTrophy : MrXTrophy
{
Translation "192:192=138:138", "198:198=130:130"
	states
	{
	Spawn:
	QUIN Q -1
	stop
	}
}

actor BossRushTrophy : MrXTrophy
{
scale 1.45
states
{
	Spawn:
	TRPH D -1
	stop
}
}

actor GauntletTrophy : MrXTrophy
{
scale 1.5
states
	{
	Spawn:
	TRPH E -1
	stop
	}
}

actor DrLightFutureCostume
{
+SOLID
Height 52
Radius 32
scale 2.5
	states
	{
	Spawn:
	DRLI F -1
	stop
	}
}

actor LeafSpawnerNew 11158
{
//$Category MM8BDM-Props
//$Arg0 Weather
//$Arg0Enum { 0 = "None"; 1 = "Winter"; 2 = "Fall"; 3 = "Spring"; }
//$Arg0Type 11
//$NotAngled
+RANDOMIZE
+NOGRAVITY
renderstyle none
Height 16
Radius 8
-SOLID
States
{
Spawn:
WLE1 A 1
TNT1 A 0 A_JumpIf(args[0]>0, "SpawnSpec")
TNT1 A 0 A_SetAngle(Random(0, 359))
Spawn2:
TNT1 A -1
stop
SpawnSpec:
TNT1 A 0 A_JumpIf(args[0]==3, "SpawnSpring")
TNT1 A 0 A_JumpIf(args[0]==2, "SpawnFall")
TNT1 A 0 A_JumpIf(args[0]==1, "SpawnWinter")
goto Spawn2
SpawnSpring:
TNT1 A 20
TNT1 A 0 A_Jump(48, "Blossom")
loop
Blossom:
TNT1 A 4 A_SpawnItemEx("SpringLeaf",0,Random(-8, 8),0,Random(5,10), Random(-5,5), Random(-1,-5),0)
Goto SpawnSpring
SpawnFall:
TNT1 A 20
TNT1 A 0 A_Jump(25, "Wither")
loop
Wither:
TNT1 A 4 A_SpawnItemEx("FallLeaf",0,Random(-8, 8),0,Random(5,10), Random(-5,5), Random(-1,-5),0)
Goto SpawnFall
SpawnWinter:
TNT1 A 5
TNT1 A 0 A_Jump(96, "Snow")
loop
Snow:
TNT1 A 4 A_SpawnItemEx("WinterSnowFlake",0,0,0,random(10,18), random(-10,10), random(-8,-12),0)
Goto SpawnWinter
}
}

actor SpringLeaf : Leaf1
{
Scale 2.5
Gravity 0.25
States
  {
  Spawn:
    CPE1 DBC 4
    CPE1 B 4 A_LeafThrust
    CPE1 DFE 4
    CPE1 F 4 A_LeafThrust
    CPE1 DBC 4
    CPE1 B 4 A_LeafThrust
    CPE1 DFE 4
    CPE1 F 4 A_LeafThrust
    CPE1 DBC 4
    Stop
  Death:
    CPE1 D 10 A_LeafCheck
    Wait
  }
}

actor FallLeaf : Leaf1
{
Scale 2.5
Gravity 0.25
States
  {
  Spawn:
    WLE1 ABC 4
    WLE1 B 4 A_LeafThrust
    WLE1 ABC 4
    WLE1 B 4 A_LeafThrust
    WLE1 ABC 4
    WLE1 B 4 A_LeafThrust
    WLE1 ABC 4
    WLE1 B 4 A_LeafThrust
    WLE1 ABC 4
    Stop
  Death:
    WLE1 D 10 A_LeafCheck
    Wait
  }
}

actor WinterSnowFlake
{
-SOLID
PROJECTILE
+DONTBLAST
+DONTSPLASH
+FORCEXYBILLBOARD
damage 0
height 2
radius 2
+NOGRAVITY
//+NOINTERACTION
translation "8:253=4:4"
scale 2.5
States
{
Spawn:
MMFX E 30
wait
}
}

actor AutumnGrass
{
scale 2.5
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,"Spawn2")
PGRA D -1
stop
Spawn2:
PGRA E -1
stop
}
}


actor WilyMachineDinosaurHead 11152
{
//$Category MM8BDM-Props
+NOGRAVITY
+SOLID
height 64
scale 2.5
radius 80
States
{
	Spawn:
	SHAB U -1
	stop
}
}

actor FryingPan 11153
{
//$Category MM8BDM-Props
+SOLID
height 6
scale 2.5
radius 4
States
{
	Spawn:
	SHAB V 0 A_StopSoundEx("Body")
	SHAB V -1
	stop
	Sizzle:
	SHAB V 0 A_PlaySoundEx("misc/fullenglish", "Body", 1, 0)
	Cooking:
	SHAB V 3 A_SpawnItemEx("FryingPanFX", 6, 0, 6, random(0,2),0 ,5, random(0,360))
	loop
}
}

actor FryingPanFX
{
+NOINTERACTION
+NOGRAVITY
scale 1.0
renderstyle translucent
	states
	{
	Spawn:
	MMFX B 1 A_FadeOut(0.05)
	loop
	}
}

actor YummyEgg 11154
{
//$Category MM8BDM-Props
+SOLID
height 2
scale 0.5
radius 2
States
{
	Spawn:
	SHAB W -1
	stop
}
}

actor WilyUFOParked 11155
{
//$Category MM8BDM-Props
+SOLID
height 64
scale 2.5
radius 64
States
{
	Spawn:
	WUFO D -1
	stop
}
}

actor WilyUFO3
{
-SOLID
+NOGRAVITY
+RANDOMIZE
Scale 2.5
Radius 16
+MISSILE
speed 25
States
{
Spawn:
WUFO D 0
WUFO D 0 A_PlaySoundEx("misc/ufo", "Voice", 1, 0)
Death:
WUFO DEF 4
loop
}
}

actor WilyUFOClaw
{
-SOLID
+NOGRAVITY
scale 2.5
+MISSILE
Speed 25
height 1
Radius 16
States
{
	Spawn:
	Death:
	SHAB X -1
	stop
	Release:
	SHAB Y -1
	stop
}
}

actor MM9WilyProp
{
-SOLID
+NOCLIP
Scale 2.5
Height 12
Radius 12
States
{
	Spawn:
	WILG D -1
	loop
	Walk:
	WILG JKLM 5
	loop
	Wiggle:
	WILG DE 7
	loop
}
}

actor Eyebrows
{
-SOLID
+NOCLIP
Scale 2.5
Height 12
Radius 12
States
{
	Spawn:
	TNT1 A 1 A_Look
	loop
	See:
	Wiggle:
	WILG DE 7 A_FaceTarget
	loop
}
}
actor MM9ProtomanProp
{
Translation "192:192=87:87", "198:198=42:42"
Scale 2.5
Height 46
Radius 34
states
{
	Spawn:
	PROM AK 10
	loop
	Aiming:
	PROM M -1
	loop
	ChargeShot:
	PROM B 0 ACS_Execute(6,0,9)
	PROM M 40 A_PlaySoundEx("weapon/pcharge", "Voice", 0, 1)
	PROM A 0 A_PlaySoundEx("weapon/pshot", "Voice", 0, 1)
	PROM M 16 A_SpawnItemEx("ProtoShotBoss", 0, 0, 32, 50, 0, 0, 0)
	PROM M -1
	stop
}
}

actor DioramaProp
{
scale 1.0
height 8
radius 8
Translation "192:192=85:85", "198:198=92:92"
+NOGRAVITY
+SOLID
states
{
	Spawn:
	PLAY F -1
	stop
	KnightMan:
	KNIM F -1
	HeatMan:
	HEAM G -1
	PharoahMan:
	PHAR F -1
	ToadMan:
	TOAD C -1
	BubbleMan:
	BUBM B -1
	StoneMan:
	STOM D -1
	CutMan:
	CUTM A -1
	MegaMan:
	PLAY F -1
	RingMan:
	RINM F -1
	YamatoMan:
	YAMM G -1
	OilMan:
	NOIL A -1
	GravityMan:
	GRAM F -1
	stop
}
}

actor MegamanXPoleBlue 10646//21133
{
//$Category MM8BDM-Props
+SOLID
+FORCEYBILLBOARD
height 256
scale 2.5
radius 16
States
{
	Spawn:
	QBOP S -1
	stop
}
}


actor IntroArtHandler
{
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
TNT1 A 0
Travel:
TNT1 A -1 A_ChangeVelocity(0.7,0,0,CVF_RELATIVE|CVF_REPLACE) 
stop
guts:
TNT1 A 1 A_SpawnItemEx("IntroArt_Guts", 128, 228, -18, velx, -10, 0, 0)
Goto Travel
air:
TNT1 A 1 A_SpawnItemEx("IntroArt_Air", 128, -228, -18, velx, 10, 0, 0)
Goto Travel
snake:
TNT1 A 1 A_SpawnItemEx("IntroArt_Snake", 128, 0, 128+32+18, velx, 0, -10, 0)
Goto Travel
toad:
TNT1 A 1 A_SpawnItemEx("IntroArt_Toad", 128, -228, -20, velx, 10, 0, 0)
Goto Travel
star:
TNT1 A 1 A_SpawnItemEx("IntroArt_Star", 128, 228, 2, velx, -10, 0, 0)
Goto Travel
plant:
TNT1 A 1 A_SpawnItemEx("IntroArt_Plant", 128, 0, -185, velx, 0, 10, 0)
Goto Travel
turbo:
TNT1 A 1 A_SpawnItemEx("IntroArt_Turbo", 128, -228, -19, velx, 10, 0, 0)
Goto Travel
tengu:
TNT1 A 1 A_SpawnItemEx("IntroArt_Tengu", 128, 0, 128+62, velx, 0, -10, 0)
Goto Travel
cold:
TNT1 A 1 A_SpawnItemEx("IntroArt_Cold", 128, 228, -23, velx, -10, 0, 0)
Goto Travel
galaxy:
TNT1 A 1 A_SpawnItemEx("IntroArt_Galaxy", 128, -228, -195, velx, 10, 10, 0)
Goto Travel
solar:
TNT1 A 1 A_SpawnItemEx("IntroArt_Solar", 128, 0, -190, velx, 0, 10, 0)
Goto Travel
pluto:
TNT1 A 1 A_SpawnItemEx("IntroArt_Pluto", 128, 228, -195, velx, -10, 10, 0)
Goto Travel
}
}

actor IntroArt_Guts
{
height 2
radius 2
+NOINTERACTION
+NOGRAVITY
-SOLID
renderstyle translucent
alpha 1.0
states
{
Spawn:
TNT1 A 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Guts", 1)
Start:
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Guts", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
Goto SlowDown
Slowdown: 
INTC "#" 0 A_GiveInventory("CutterFlag", 1)
INTC "#" 1 A_ScaleVelocity(0.85)
INTC "#" 0 A_JumpIfInventory("CutterFlag", 25, "Fade")
INTC "#" 0 A_Jump(256, "Start")
Goto Start
Fade:
INTC "#" 0 A_Stop
INTC "#" 1 A_FadeOut(0.08)
loop
}
}

actor IntroArtFade_Guts
{
renderstyle stencil
alpha 1.0
stencilcolor "Red"
+NOINTERACTION
+NOGRAVITY
-SOLID
+MISSILE
health 1
states
{
Spawn:
TNT1 A 5
INTC A 0
Goto Fade
Fade:
INTC "#" 0 A_JumpIfInTargetInventory("CutterFlag", 25, "Death")
INTC "#" 1 A_FadeOut(0.2)
loop
Death:
TNT1 A 1
stop
}
}

actor IntroArt_Air : IntroArt_Guts
{
states
{
Spawn:
INTC B 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Air", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Air", 1, 0, 0)
INTC "#"  0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Air : IntroArtFade_Guts
{
stencilcolor "Blue"
states
{
Spawn:
TNT1 A 5
INTC B 0
Goto Fade
}
}

actor IntroArt_Snake : IntroArt_Guts
{
states
{
Spawn:
INTC C 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Snake", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Snake", 1, 0, 0)
INTC "#"  0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Snake : IntroArtFade_Guts
{
stencilcolor "Green"
states
{
Spawn:
TNT1 A 5
INTC C 0
Goto Fade
}
}

actor IntroArt_Toad : IntroArt_Guts
{
states
{
Spawn:
INTC D 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Toad", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Toad", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Toad : IntroArtFade_Guts
{
stencilcolor "Green"
states
{
Spawn:
TNT1 A 5
INTC D 0
Goto Fade
}
}


actor IntroArt_Star : IntroArt_Guts
{
states
{
Spawn:
INTC E 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Star", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Star", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Star : IntroArtFade_Guts
{
stencilcolor "Gold"
states
{
Spawn:
TNT1 A 5
INTC E 0
Goto Fade
}
}

actor IntroArt_Plant : IntroArt_Guts
{
states
{
Spawn:
INTC F 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Plant", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Plant", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Plant : IntroArtFade_Guts
{
stencilcolor "Blue"
states
{
Spawn:
TNT1 A 5
INTC F 0
Goto Fade
}
}

actor IntroArt_Turbo : IntroArt_Guts
{
states
{
Spawn:
INTC S 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Turbo", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Turbo", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Turbo : IntroArtFade_Guts
{
stencilcolor "Green"
states
{
Spawn:
TNT1 A 5
INTC S 0
Goto Fade
}
}

actor IntroArt_Tengu : IntroArt_Guts
{
states
{
Spawn:
INTC G 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Tengu", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Tengu", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Tengu : IntroArtFade_Guts
{
stencilcolor "White"
states
{
Spawn:
TNT1 A 5
INTC G 0
Goto Fade
}
}


actor IntroArt_Cold : IntroArt_Guts
{
states
{
Spawn:
INTC H 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Cold", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Cold", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Cold : IntroArtFade_Guts
{
stencilcolor "Cyan"
states
{
Spawn:
TNT1 A 5
INTC H 0
Goto Fade
}
}


actor IntroArt_Galaxy : IntroArt_Guts
{
states
{
Spawn:
INTC I 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Galaxy", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Galaxy", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Galaxy : IntroArtFade_Guts
{
stencilcolor "Gray"
states
{
Spawn:
TNT1 A 5
INTC I 0
Goto Fade
}
}


actor IntroArt_Solar : IntroArt_Guts
{
states
{
Spawn:
INTC J 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Solar", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Solar", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Solar : IntroArtFade_Guts
{
stencilcolor "Orange"
states
{
Spawn:
TNT1 A 5
INTC J 0
Goto Fade
}
}


actor IntroArt_Pluto : IntroArt_Guts
{
states
{
Spawn:
INTC K 0
INTC "############" 1 A_SpawnItemEx("IntroArtFade_Pluto", 1)
Start: 
INTC "#" 0 A_SpawnItemEx("IntroArtFade_Pluto", 1, 0, 0)
INTC "#" 0 A_Jump(256, "SlowDown")
stop
}
}

actor IntroArtFade_Pluto : IntroArtFade_Guts
{
stencilcolor "Purple"
states
{
Spawn:
TNT1 A 5
INTC K 0 
Goto Fade
}
}

actor Intro_King
{
+NOGRAVITY
-SOLID
+NOINTERACTION
states
{
Spawn:
INTC ] 0
INTC ] 6 A_Recoil(-30)
INTC ] 4 A_Stop
INTC ] 1 A_SpawnItemEx("Intro_Magic",25 - 256, -2, -8)
INTC ] 1 A_SpawnItemEx("Intro_Tengu", 40*1 - 256, -4, -8)
INTC ] 1 A_SpawnItemEx("Intro_Ground", 40*2 - 256, -6, -8)
INTC ] 1 A_SpawnItemEx("Intro_Dynamo", 40*3 - 256, -8, -8)
INTC ] 1 A_SpawnItemEx("Intro_Astro", 40*4 - 256, -10, -8)
INTC ] 1 A_SpawnItemEx("Intro_Pirate", 40*5 - 256, -12, -8)
INTC ] 1 A_SpawnItemEx("Intro_Burner", 40*6 - 256, -14, -8)
INTC ] 1 A_SpawnItemEx("Intro_Cold", 40*7 - 256, -16, -8)
INTC ] -1
stop
}
}

actor Intro_Magic : Intro_King
{
states
{
Spawn:
INTC T 0
INTC T 12 A_Recoil(-30)
INTC T -1 A_Stop
stop
}
}


actor Intro_Tengu : Intro_King
{
states
{
Spawn:
INTC U 0
INTC U 12 A_Recoil(-30)
INTC U -1 A_Stop
stop
}
}

actor Intro_Ground : Intro_King
{
states
{
Spawn:
INTC V 0
INTC V 12 A_Recoil(-30)
INTC V -1 A_Stop
stop
}
}

actor Intro_Dynamo : Intro_King
{
states
{
Spawn:
INTC W 0
INTC W 12 A_Recoil(-30)
INTC W -1 A_Stop
stop
}
}

actor Intro_Astro : Intro_King
{
states
{
Spawn:
INTC X 0
INTC X 12 A_Recoil(-30)
INTC X -1 A_Stop
stop
}
}

actor Intro_Pirate : Intro_King
{
states
{
Spawn:
INTC Y 0
INTC Y 12 A_Recoil(-30)
INTC Y -1 A_Stop
stop
}
}


actor Intro_Burner : Intro_King
{
states
{
Spawn:
INTC Z 0
INTC Z 12 A_Recoil(-30)
INTC Z -1 A_Stop
stop
}
}

actor Intro_Cold : Intro_King
{
states
{
Spawn:
INTC [ 0
INTC [ 12 A_Recoil(-30)
INTC [ -1 A_Stop
stop
}
}

actor Intro_Police
{
+NOGRAVITY
-SOLID
+NOINTERACTION
renderstyle none
states
{
Spawn:
INTC ] 0
INTC ] 0 A_SpawnItemEx("Intro_Wily", -120, 0, 0)
INTC ] 0 A_SpawnItemEx("Intro_FakeRight", 0, -65 + 32, -64)
INTC ] 2 A_SpawnItemEx("Intro_FakeLeft", 0, 65 - 32, -64)
INTC ] 0 A_SpawnItemEx("Intro_FakeRight", -25*1, -65*2 + 32, -64)
INTC ] 2 A_SpawnItemEx("Intro_FakeLeft", -25*1, 65*2 - 32, -64)
INTC ] 0 A_SpawnItemEx("Intro_FakeRight", -25*2, -65*3 + 32, -64)
INTC ] 2 A_SpawnItemEx("Intro_FakeLeft", -25*2, 65*3 - 32, -64)
INTC ] 0 A_SpawnItemEx("Intro_FakeRight", -25*3, -65*4 + 32, -64)
INTC ] 2 A_SpawnItemEx("Intro_FakeLeft", -25*3, 65*4 - 32, -64)
INTC ] 0 A_SpawnItemEx("Intro_FakeRight", -25*4, -65*5 + 32, -64)
INTC ] 2 A_SpawnItemEx("Intro_FakeLeft", -25*4, 65*5 - 32, -64)
INTC ] 0 //A_SpawnItemEx("Intro_FakeRight", -25*5, -65*6 + 32, -64)
INTC ] 4 //A_SpawnItemEx("Intro_FakeLeft", -25*5, 65*6 - 32, -64)
INTC ] 0 A_SpawnItemEx("Intro_Gamma", -128, 0, 0)
INTC ] -1
stop
}
}

actor Intro_FakeLeft : Intro_King
{
states
{
Spawn:
INTC L 0
INTC L 9 ThrustThingZ(0, 50, 0, 1) 
INTC L -1 A_Stop
stop
}
}

actor Intro_FakeRight : Intro_King
{
states
{
Spawn:
INTC R 0
INTC R 9 ThrustThingZ(0, 50, 0, 1) 
INTC R -1 A_Stop
stop
}
}

actor Intro_Wily : Intro_King
{
scale 1.5
alpha 0.0
renderstyle translucent
states
{
Spawn:
INTC R 0
INTC M 0 ThrustThingZ(0, 20, 0, 1) 
INTC MMMMMMMMMMMM 1 A_FadeIn(0.1)
INTC M -1 A_Stop
stop
}
}

actor Intro_Gamma : Intro_King
{
scale 1.5
alpha 0.0
renderstyle translucent
states
{
Spawn:
INTC R 0
INTC N 0 ThrustThingZ(0, 10, 0, 1)
INTC NNNNNNNNNNNNNNNNNNNNNNNN 1 A_FadeIn(0.05)
INTC N -1 A_Stop
stop
}
}

actor Intro_WilyStar
{
+NOGRAVITY
-SOLID
scale 8.0
states
{
Spawn:
INTC P -1
stop
}
}

actor Intro_Terra
{
+NOGRAVITY
-SOLID
scale 1.0
states
{
Spawn:
INTC O 0
INTC O 1 A_ChangeVelocity(-30, -5.1, -15.5, CVF_REPLACE|CVF_RELATIVE)
INTC OOOOOOOOOO 1 A_Recoil(-6)
flying:
INTC O 0 A_SpawnItemEx("Intro_TerraTrail",-3)
INTC O 1 A_Recoil(-6)
loop
}
}


actor Intro_TerraTrail
{
+NOGRAVITY
-SOLID
scale 1.0
alpha 1.0
renderstyle Stencil
stencilcolor "Green"
states
{
Spawn:
TNT1 A 5
INTC O 1 A_FadeOut(0.05)
loop
}
}

actor Intro_EndlessPath
{
states
{
Spawn:
TNT1 A 0 A_SpawnItemEx("Intro_EndlessPathFX", 0, random(-512, 512),4,15)
TNT1 A 10 A_SpawnItemEx("Intro_EndlessPathFX", 0, random(-500, 512),4,15)
loop
}
}

actor Intro_EndlessPathFX
{
renderstyle translucent
-SOLID
+NOINTERACTION
+NOGRAVITY
+MISSILE
alpha 0.0
//scale 2.0
states
{
Spawn:
MMFX CCCCCCCCCCC 1 A_FadeIn(0.1)
MMFX C 65
MMFX CCCCCCCCCCC 1 A_FadeOut(0.1)
stop
}
}

actor RobotCitizensEscaping
{
	states
	{
	Spawn:
	TNT1 AA 24
	SpawnSoon:
	TNT1 A 35 A_Jump(128, "Met", "Bumbi", "Joe", "Dompan", "Roader")
	Goto Spawn
	
	Joe:
	TNT1 A 1 A_SpawnItemEx("CitizenJoeEscaping", 0, 0, 0, 15)
	Goto Spawn
	Met:
	TNT1 A 1 A_SpawnItemEx("CitizenMetEscaping", 0, 0, 0, 15)
	Goto Spawn
	Dompan:
	TNT1 A 1 A_SpawnItemEx("CitizenDompanEscaping", 0, 0, 0, 15)
	Goto Spawn
	Bumbi:
	TNT1 A 1 A_SpawnItemEx("CitizenBumbiEscaping", 0, 0, 0, 15)
	Goto Spawn
	Roader:
	TNT1 A 1 A_SpawnItemEx("CitizenRoaderEscaping", 0, 0, 0, 15)
	Goto Spawn
	}
}

actor CitizenJoeEscaping
{
PROJECTILE
+FLOORHUGGER
+THRUACTORS
scale 2.5
translation "192:192=4:4", "198:198=108:108", "202:202=210:210"
states
{
Spawn:
SJ01 BCDE 4
loop
}
}

actor CitizenMetEscaping : CitizenJoeEscaping
{
states
{
Spawn:
METT ABCB 4
loop
}
}


actor CitizenDompanEscaping : CitizenJoeEscaping
{
states
{
Spawn:
DOMP ABCB 4
loop
}
}


actor CitizenBumbiEscaping : CitizenJoeEscaping
{
states
{
Spawn:
7IBT AB 4
loop
}
}

actor CitizenRoaderEscaping : CitizenJoeEscaping
{
states
{
Spawn:
ROAD ABC 4
loop
}
}

actor Gamma2Parts
{
scale 2.5
translation "192:192=93:93", "198:198=3:3"
height 2
radius 2
+ACTIVATEMCROSS
states
{
Spawn:
GNUS H 0 
GNUS H 0 A_Jump(256, "Part1", "Part2", "Part3", "Part4", "Part5", "Part6", "Part7", "Part8", "Part9", "Part10", "Part11", "Part12")
Part1:
GNUS H 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part2:
GNUS I 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part3:
GNUS J 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part4:
GNUS K 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part5:
GNUS L 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part6:
GNUS M 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part7:
GNUS N 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part8:
GNUS O 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part9:
GNUS P 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part10:
GNUS Q 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part11:
GNUS R 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop
Part12:
GNUS S 1 A_ChangeVelocity(1.9, 0, 0, CVF_RELATIVE|CVF_REPLACE)
loop


}
}

actor RoboenzaTrophy : MrXTrophy
{
scale 1.5
states
	{
	Spawn:
	TRPH F -1
	stop
	}
}

actor WilyStarTrophy : MrXTrophy
{
scale 1.5
states
	{
	Spawn:
	TRPH G -1
	stop
	}
}

actor RaMoonTrophy : MrXTrophy
{
scale 1.5
states
	{
	Spawn:
	TRPH H -1
	stop
	}
}

actor CollectorTrophy : MrXTrophy
{
scale 1.5
states
	{
	Spawn:
	TRPH I -1
	stop
	}
}

actor RuinSpike 11776
{
//$Category MM8BDM-Props
-SOLID
+FORCEXYBILLBOARD
+NOGRAVITY
-NOLIFTDROP
scale 2.5
States
{
Spawn:
LNFS A 1
loop
}
}

actor RuinsFireShooter
{
+NOINTERACTION
+NOGRAVITY
renderstyle none
states
{
Spawn:
FIRT A 90 A_SpawnItemEx("RuinsFire", 0, 0, 0, 10)
loop
}
}

actor RuinsFire
{
PROJECTILE
scale 2.5
radius 30
height 52
damage (50)
speed 20
alpha 0.0
translation "41:47=198:198", "216:255=196:196"
states
{
Spawn:
FIRT AAAABBBB 1 A_FAdeIn(0.05)
loop
Death:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite")
FIRT AAAAAAAAAAA 0 A_SpawnItemEx("RuinsFireFX", 0, random(-32, 32), random(0, 64), 0, 0, random(2, 3)) 
stop
}
}

actor RuinsFireFX : FlameSwordSpark
{
translation "41:47=198:198", "216:255=196:196"
+THRUACTORS
damage (0)
}

actor RuinsStatueSwitch 11777
{
//$Category MM8BDM-Interactive Props
scale 2.5
mass 999999
+SOLID
+SHOOTABLE
+NODAMAGE
painchance 256
height 70
radius 32
states
{
Spawn:
LNFS B 1
loop
Pain.WaterShield:
LNFS B 0 A_ChangeFlag("NOPAIN", 1)
LNFS C 4 A_PlaySoundEx("misc/astroplatformappear", CHAN_VOICE, 0)
LNFS D 1
goto ShineEnd
Pain.AstroCrush:
LNFS B 0 A_ChangeFlag("NOPAIN", 1)
LNFS B 0 ACS_NamedExecuteAlways("RuinsSwitch", 0, 8)//misc/astroplatformappear
goto Shining
Pain:
LNFS B 0 A_ChangeFlag("NOPAIN", 1)
LNFS B 0 ACS_NamedExecuteAlways("RuinsSwitch", 0)//misc/astroplatformappear
Shining:
LNFS CD 4
loop 
ShineEnd:
LNFS B 4
LNFS B 0 A_ChangeFlag("NOPAIN", 0)
Goto Spawn
On:
LNFS D -1
stop
}
}

actor TrailerSpark
{
+NOGRAVITY
states
{
Spawn:
INTQ ABABABABAB 3
INTQ CBCBCBCBCBCBCBCBCBCB 3
Star:
INTQ CD 3
loop
Fly:
INTQ EFGF 2 //A_SpawnItemEx("TrailerSparkTrail", -1, 0, 0, 0, -frandom(-1, 1), 4, 0, SXF_TRANSFERTRANSLATION) 
loop
FlyTrail:
INTQ EFGF 2 A_SpawnItemEx("TrailerSparkTrail", -1, 0, 0, 0, -frandom(-2, 2) + vely, 6, 0, SXF_TRANSFERTRANSLATION) 
loop
Shrink:
INTQ EFGFEFGFEFGFEFGFEFGFEFGFEFGFEFGF 3
INTQ CDCDCDCDCDCDCDCD 3
INTQ CBCBCBCBCBCBCBCB 3
INTQ ABABABABABABABAB 3
stop
FlyTrailWait:
TNT1 A 100
Goto FlyTrail
}
}

actor TrailerSparkTrail
{
+NOGRAVITY
+NOINTERACTION
+MISSILE
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256, 0, 1, 2)
INTQ CBA 5
stop
}
}


actor NoBotWeaponSwitch : Inventory {}

actor PlayerRespawner : ArtiTeleport // Used for campaign
{
+INVENTORY.AUTOACTIVATE
}

actor RoboenzaGasWarper
{
height 2
radius 2
+MISSILE
+NOINTERACTION
states
{
Spawn:
TNT1 A 0 A_SpawnItemEx("RoboenzaGasWarperFX", 30, 0, random(0, 52), 0.5, 0, 1, random(0,360)) 
TNT1 A 4 A_Warp(AAPTR_TARGET, 0, 0, 0, 0, WARPF_NOCHECKPOSITION)
loop
}
}

actor RoboenzaGasWarperFX : RoboenzaGas
{
scale 0.5
+CLIENTSIDEONLY
}

actor IntroHardman
{
+BRIGHT
+NOINTERACTION
height 0
radius 1
scale 2.5
states
{
Spawn:
10IN D -1
Missile:
10IN E 10 A_SpawnItemEx("HardKnuckle", 32, 0, 48, 15) 
10IN D 25
loop
}
}

actor IntroGrenademan : IntroHardman
{

states
{
Spawn:
10IN F -1
Missile:
10IN G 0 //A_PlaySoundEx("weapon/flashbomb", "auto", 0, 1)
10IN G 35 A_SpawnItemEx("FlashBomb", 32, 0, 48, 15, 0, random(-2,2)) 
loop
}
}

actor IntroMetalman : IntroHardman
{
states
{
Spawn:
10IN A -1
Missile:
10IN B 8
10IN G 0 //A_PlaySoundEx("weapon/metalblade", "auto", 0, 1)
10IN C 5 A_SpawnItemEx("MetalBlade", 32, 0, 48, 50, 0, 0, random(-8,8)) 
loop
}
}
actor GalaxymanProp_NightmareTitle : GalaxymanProp_Nightmare
{
health 30
states
{
Surprise:
"####" I 20
Fly:
"####" BC 3 A_ChangeVelocity(6.0,0,0.2,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 A 0 A_SpawnItemEx("DrillExplode", 0,0,48)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("GalaxymanProp_NightmareDeath", 0, 0, 48, -2, 0, 10, 0, SXF_TRANSFERTRANSLATION,0,tid) 
TNT1 A -1
stop
}
}

actor PlugmanProp_NightmareTitle : PlugmanProp_Nightmare
{
health 30
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(-1.0, 0.0, 3.0, CVF_RELATIVE)
TNT1 A 0 A_SpawnItemEx("DrillExplode", 0,0,48)
Smoke:
PLUM J 12 A_SpawnItemEx("SasoreenuPuff", random(-16,16), random(-16,16), random(12,32), 0, 0, 2) 
loop
}
}


actor RoboenzaTankSkull
{
+NOGRAVITY
+NOINTERACTION
+FLOATBOB
+RANDOMIZE
scale 3.0
+BRIGHT
translation "0:255=0:0"
states
{
Spawn:
BECL U 0 
BECL U 0 A_Jump(256, 1, 2, 3, 4)
Wave:
BECL UVWXYZ 5
loop
}
}

actor RoboenzaTankShatter1
{
height 1
radius 1
states
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAA 0 A_SpawnItemEx("GlassShardFX", 0, 0, 0, random(10,30), random(-20,20), random(-20,20), 0) 
stop
}
}

actor RoboenzaTankShatter2 : RoboenzaTankShatter1
{
states
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GlassShardFX", 0, random(-64, 64), random(-80, 80), random(10,30), random(-20,20), random(-20,20), 0) 
stop
}
}

actor StardroidRoboenzaFloor
{
-SOLID
+DONTSPLASH
states
{
Spawn:
TNT1 A 1 A_SpawnItemEx("RoboenzaGas", random(-400, 400), 0, 0, 0, 0, random(1,6), random(0,360))
loop
}
}

actor WilyStarProp
{
+NOGRAVITY
scale 2.5
states
{
Spawn:
INTC P -1
stop
Fade:
"####" "#" 1 A_FadeOut(0.25)
loop
}
}

actor MercuryPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP A -1 
stop
}
}

actor VenusPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP B -1 
}
}

actor MarsPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP C -1 
}
}

actor JupiterPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP D -1 
}
}

actor SaturnPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP E -1 
}
}

actor UranusPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP F -1 
}
}

actor NeptunePlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP H -1 
}
}

actor PlutoPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP G -1 
}
}

actor EarthPlanetProp : WilyStarProp 
{ 
states 
{ 
Spawn: 
CSPP M -1 
}
}
