actor SeeldierBossWeapon : MegaBuster
{
tag "Seeldier's Fist"
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "$OB_SEELDIERFIST"
+INVENTORY.UNDROPPABLE
weapon.ammotype "BossJumpCharge"
weapon.ammotype2 "BossRageCharge"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
SXH2 K 0 ACS_NamedExecuteAlways("GiveExecution",0)
SXH1 A 0 ACS_ExecuteAlways(991,0,505)
SXH2 K 1 A_WeaponReady(WRF_NOSWITCH)
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SXH2 K 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SXH2 K 1 A_Raise
Loop
Fire:
SXH2 K 0 A_PlaySoundEx("weapon/napalm","Weapon")
SXH2 L 1
SXH2 L 1 A_FireCustomMissile("SeeldierFist",0,1,0,0)
SXH2 M 2
SXH2 M 20 
SXH2 LK 12
SXH2 K 0 A_Refire
Goto Ready+1
AltFire:
SXH2 K 0 A_JumpIfInventory("BossRageCharge",500,"Rage")
SXH2 K 1
Goto Ready+1
Rage:
SXH2 K 0 A_PlaySound("Seemen/Rage",5)
SXH2 K 0
SXH2 K 0 A_PlaySoundEX("Seemen/See2","Item")
Rage2:
SXH2 K 0 A_GiveInventory("DeathRamSpeed",1)
SXH2 M 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
SXH2 M 0 A_SpawnItemEx("SeeldierDoomRam",0,0,0)
SXH2 M 0 A_Recoil(-1.5)
SXH2 M 0 A_TakeInventory("BossRageCharge",9)
SXH2 M 0 A_JumpIfInventory("BossRageCharge",1,"Rage2")
goto Ready+1
NoAmmo:
SXH2 K 1 ACS_Execute(979,0)
SXH2 K 0 A_Refire
goto Ready+1
}
}

actor SeeldierFist : SaxtonFist
{
Obituary "$OB_SEELDIERFIST"
damagetype "DioFlash"
Damage (60)
translation "192:192=76:76", "198:198=77:77"
}

// Rage //

actor SeeldierDoomRam
{
Obituary "$OB_SEELDIERDEATHRAMMING"
damagetype "BossInstagib" 
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_Explode(35, 125, 0)
stop
}
}

actor MoveDisable: PowerSpeed
{
Speed 0
}

actor DeathRamSpeed: PowerupGiver 
{
inventory.maxamount 0
powerup.duration 10
powerup.type "MoveDisable"
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A 1
loop
}
}