actor SuperMachoManBossWeapon : MegaBuster
{
tag "Boxing Gloves"
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "$OB_CRUNCHTIME"
+INVENTORY.UNDROPPABLE
weapon.ammotype "BossJumpCharge"
weapon.ammotype2 "BossRageCharge2"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
REMA A 0 ACS_NamedExecuteAlways("GiveExecution",0)
SMAM A 0 A_GiveInventory("BeginUser_Buddha",1)
SXH1 A 0 ACS_ExecuteAlways(991,0,528)
SMAM A 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM A 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY|WRF_NOSECONDARY)
SMAM A 2 A_JumpIfHealthLower(2,"GetUp")
Goto Ready2
Ready2:
SXH1 A 0 ACS_ExecuteAlways(991,0,528)
SMAM A 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM A 0 A_WeaponReady(WRF_NOSWITCH)
SMAM A 1 A_JumpIfHealthLower(2,"GetUp")
Goto Ready2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
REMA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
REMA A 1 A_Raise
Loop
TimeToCleanThisGuard:
SMAM J 0 ACS_NamedExecuteAlways("sh_speeds", 0, 0)
SMAM A 0 A_PlaySoundEx("weapon/junkend", "Weapon")
SMAM J 0 A_TakeInventory("SuperMachoArmor", 999)
SMAM JI 4 A_JumpIfHealthLower(2,"GetUp")
SMAM A 0 ACS_ExecuteAlways(400, 0, 25)
goto Ready+2

Fire:
SMAM B 2 A_JumpIfHealthLower(2,"GetUp")
SMAM A 0 A_PlaySoundEx("SuperMachoMan/Charge", "Weapon")
SMAM A 0 A_GiveInventory("SuperMachoManAboutToStrike", 4)
SMAM B 0 A_Refire
LV1Crunch:
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
SMAM C 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 1)
SMAM C 0 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 1 ACS_ExecuteAlways(400, 0, 48)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM C 1
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_PlaySoundEx("SuperMachoMan/Crunch", "Weapon")
SMAM C 2 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM DE 2 A_Recoil(-6)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 0)
SMAM E 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM E 0 A_FireCustomMissile("CrunchTimeLV1", 0, 0, 0, 8)
SMAM FGH 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM H 6 //SetPlayerProperty(0, 1, 0)
SMAM H 8 //SetPlayerProperty(0, 1, 0)
goto CrunchEnding

LV2Crunch:
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
SMAM C 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 1)
SMAM C 0 A_Recoil(-6)
SMAM C 1 ACS_ExecuteAlways(400, 0, 48)
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM C 1
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_PlaySoundEx("SuperMachoMan/Crunch", "Weapon")
SMAM C 2 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM DE 2 A_Recoil(-6)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 0)
SMAM E 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM E 0 A_FireCustomMissile("CrunchTimeLV2", 0, 0, 0, 8)
SMAM FGH 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM H 7 //SetPlayerProperty(0, 1, 0)
SMAM H 7 //SetPlayerProperty(0, 1, 0)
goto CrunchEnding

LV3Crunch:
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
SMAM C 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 1)
SMAM C 0 A_Recoil(-6)
SMAM C 1 ACS_ExecuteAlways(400, 0, 48)
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM C 1
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_PlaySoundEx("SuperMachoMan/Crunch", "Weapon")
SMAM C 2 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM DE 2 A_Recoil(-6)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 0)
SMAM E 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM E 0 A_FireCustomMissile("CrunchTimeLV3", 0, 0, 0, 8)
SMAM FGH 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM H 6 //SetPlayerProperty(0, 1, 0)
SMAM H 6 //SetPlayerProperty(0, 1, 0)
goto CrunchEnding

LV4Crunch:
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
SMAM C 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 1)
SMAM C 0 A_Recoil(-6)
SMAM C 1 ACS_ExecuteAlways(400, 0, 48)
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM C 1 
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_PlaySoundEx("SuperMachoMan/Crunch", "Weapon")
SMAM C 2 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM DE 2 A_Recoil(-6)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 0)
SMAM E 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM E 0 A_FireCustomMissile("CrunchTimeLV4", 0, 0, 0, 8)
SMAM FGH 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM H 7 //SetPlayerProperty(0, 1, 0)
SMAM H 7 //SetPlayerProperty(0, 1, 0)
goto CrunchEnding

LV5Crunch:
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
SMAM C 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 1)
SMAM C 0 A_Recoil(-6)
SMAM C 1 ACS_ExecuteAlways(400, 0, 48)
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM C 1
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_PlaySoundEx("SuperMachoMan/Crunch", "Weapon")
SMAM C 2 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM DE 2 A_Recoil(-6)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 0)
SMAM E 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM E 0 A_FireCustomMissile("CrunchTimeLV5", 0, 0, 0, 8)
SMAM FGH 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM H 8 //SetPlayerProperty(0, 1, 0)
SMAM H 8 //SetPlayerProperty(0, 1, 0)
goto CrunchEnding

LV6Crunch:
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
SMAM C 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 1)
SMAM C 0 A_Recoil(-6)
SMAM C 1 ACS_ExecuteAlways(400, 0, 48)
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM C 1
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_PlaySoundEx("SuperMachoMan/Crunch", "Weapon")
SMAM C 2 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM DE 2 A_Recoil(-6)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 0)
SMAM E 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM E 0 A_FireCustomMissile("CrunchTimeLV6", 0, 0, 0, 8)
SMAM FGH 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM H 9 //SetPlayerProperty(0, 1, 0)
SMAM H 9 //SetPlayerProperty(0, 1, 0)
goto CrunchEnding

LVXCrunch:
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
SMAM C 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 1)
SMAM C 0 A_Recoil(-6)
SMAM C 1 ACS_ExecuteAlways(400, 0, 48)
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM C 1 
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_PlaySoundEx("SuperMachoMan/Crunch", "Weapon")
SMAM C 2 A_Recoil(-6)
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM DE 2 A_Recoil(-6)
SMAM C 0 A_ChangeFlag("INVULNERABLE", 0)
SMAM E 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM E 0 A_FireCustomMissile("CrunchTimeLVX", 0, 0, 0, 8)
SMAM FGH 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, 2)
SMAM H 10 //SetPlayerProperty(0, 1, 0)
SMAM H 10 //SetPlayerProperty(0, 1, 0)
goto CrunchEnding

CrunchEnding:
SMAM G 2 SetPlayerProperty(0, 0, 0)
SMAM EBA 2 
SMAM AAAAAAAA 1 A_JumpIfHealthLower(2,"GetUp")
goto Ready+2

Hold:
FirstPunch:
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM B 0 A_JumpIfInventory("SuperMachoManAmmo", 20, "SecondPunch")
SMAM B 0 A_GiveInventory("SuperMachoManAmmo", 2)
SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM B 0 A_GiveInventory("SuperMachoManAmmo", 3)
SMAM B 1 ACS_ExecuteAlways(991,0,528)
SMAM B 0 A_Refire
SMAM B 0 A_JumpIfInventory("SuperMachoManAmmo", 10, "LV2Crunch")
goto LV1Crunch

SecondPunch:
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
SMAM C 0 A_JumpIfInventory("SuperMachoManAmmo", 40, "ThirdPunch")
SMAM B 0 A_GiveInventory("SuperMachoManAmmo", 2)
SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM B 0 A_GiveInventory("SuperMachoManAmmo", 3)
SMAM B 1 ACS_ExecuteAlways(991,0,528)
SMAM C 0 A_Refire
SMAM B 0 A_JumpIfInventory("SuperMachoManAmmo", 30, "LV4Crunch")
goto LV3Crunch

ThirdPunch:
SMAM D 0 A_JumpIfInventory("SuperMachoManAmmo", 60, "LVXCrunch")
SMAM B 0 A_GiveInventory("SuperMachoManAmmo", 2)
SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM B 0 A_GiveInventory("SuperMachoManAmmo", 3)
SMAM B 1 ACS_ExecuteAlways(991,0,528)
SMAM D 0 A_Refire
SMAM B 0 A_JumpIfInventory("SuperMachoManAmmo", 50, "LV6Crunch")
goto LV5Crunch

GetUp:
SMAM A 0 A_JumpIfInventory("MachoManIsHealed2",1,"NoLetsDieActually")
SMAM A 0 A_Changeflag("INVULNERABLE",1)
SMAM A 0 A_TakeInventory("RageDude", 0)
SMAM A 0 SetPlayerProperty(0,1,4)
SMAM A 0 A_TakeInventory("SuperMachoManAmmo", 999)
SMAM A 0 A_WeaponReady(14)
SMAM A 0 //A_JumpIfInventory("MachoManIsHealed2",1,"ReadyX2")
SMAM A 0 A_GiveInventory("MachoManPainFlag",1)
SMAM A 0 //A_GiveInventory("SelfTotallyFrozen",1)//
SMAM A 0 A_PlaySoundEx("SuperMachoMan/KnockedOut","Voice",0,1)
SMAM A 0 A_Stop
SMAM A 0 ThrustThingZ(0,60,0,0)
SMAM A 0 ThrustThing(random(0,255),20,1,0)
goto GetUp1
NoLetsDieActually:
SMAM A 105
SMAM A 0 DamageThing(90) //oh, we're not dead? Might as well die anyways
stop
GetUp1:
SMAM AAAAAAA 2 A_SetAngle(angle-20.0)
SMAM A 0 A_CheckFloor("GetUpEnd")
SMAM A 0 ThrustThing(random(0,255),8,1,0)
SMAM AAAAAAA 2 Offset(-2,48)A_SetAngle(angle+20.0)
SMAM A 0 A_CheckFloor("GetUpEnd")
SMAM A 0 ThrustThing(random(0,255),8,1,0)
SMAM AAAAAAA 2 Offset(-4,69)A_SetAngle(angle-20.0)
SMAM A 0 A_CheckFloor("GetUpEnd")
goto GetUpP2
GetUpP2:
SMAM A 0 A_JumpIfInventory("WeaponCharge",10,"GetUpEnd")
SMAM AAAAAAA 2 Offset(-4,69)A_SetAngle(angle-20.0)
SMAM A 0 A_CheckFloor("GetUpEnd")
SMAM A 0 ThrustThing(random(0,255),8,1,0)
SMAM AAAAAAA 2 Offset(-4,69)A_SetAngle(angle+20.0)
SMAM A 0 A_CheckFloor("GetUpEnd")
SMAM A 0 A_GiveInventory("WeaponCharge",1)
SMAM A 0 A_CheckFloor("GetUpEnd")
goto GetUpP2
GetUpEnd:
TNT1 A 0 A_TakeInventory("WeaponCharge",25)
TNT1 A 0 A_ScaleVelocity(0.5)
TNT1 A 0 A_TakeInventory("MachoManPainFlag",9)
TNT1 A 0 A_GiveInventory("MachoManPainFlag2",1)
TNT1 A 0 A_PlaySoundEx("misc/hugequake2","SoundSlot5",0,1)
TNT1 A 20 A_PlaySoundEx("SuperMachoMan/Death", "Voice",0,1)
TNT1 A 60 //280
TNT1 A 0 A_TakeInventory("CutterFlag",999)
TNT1 AAA 2
TNT1 A 0 A_Stop
TNT1 A 0 A_JumpIfInventory("MachoManIsHealed",1,"ComeOn2")
goto ComeOn
ComeOn:
TNT1 A 0 ACS_NamedExecute("SuperMachoMan_Heal_1",0)
TNT1 A 0 A_PlaySound("item/energyup")
TNT1 A 1 A_JumpIfInventory("MachoManIsHealed",1,"ComeOnEnd")
goto ComeOn+1
ComeOn2:
TNT1 A 0 ACS_NamedExecute("SuperMachoMan_Heal_2",0)
TNT1 A 0 A_PlaySound("item/energyup")
TNT1 A 1 A_JumpIfInventory("MachoManIsHealed2",1,"ComeOnEnd")
goto ComeOn2+1
ComeOnEnd:
TNT1 A 0 A_TakeInventory("MachoManPainFlag2",9)
8H26 A 0 A_JumpIfInventory("MachoManIsHealed2",1,"ComeOnEnd2")
goto ComeOnEnd1
ComeOnEnd1:
SMAM A 0 A_GiveInventory("ExitUnitAuto",1)
SMAM A 2 Offset(-2,48)
SMAM A 2 Offset(-4,69)
SMAM A 0 A_PlaySoundEx("SuperMachoMan/Recovering","SoundSlot5",0,1)
SMAM A 0 A_PlaySoundEx("SuperMachoMan/PhotoOP","Voice",0,1)
SMAM A 0 SetPlayerProperty(0,0,4)
SMAM A 0 A_Changeflag("INVULNERABLE",0)
Goto Ready+2
ComeOnEnd2:
SMAM A 0 A_GiveInventory("ExitUnitAuto",1)
SMAM A 2 Offset(-2,48)
SMAM A 2 Offset(-4,69)
SMAM A 0 ACS_NamedExecute("SuperMachoMan_TD_Announce",0)
SMAM A 0 A_GiveInventory("BuddhaOff_P",1)
SMAM A 0 A_PlaySoundEx("SuperMachoMan/Recovering","Voice",0,1)
SMAM A 0 SetPlayerProperty(0,0,4)
SMAM A 0 SetPlayerProperty(0,0,16)
SMAM A 0 A_Changeflag("INVULNERABLE",0)
Goto Ready+2

AltFire:
SMAM A 0 A_JumpIfInventory("BossRageCharge2",1000,"Rage")
SMAM A 1
TNT1 A 0 A_JumpIfHealthLower(2,"GetUp")
Goto Ready+2
Rage: // I hope you're ready because this will be pretty bogusish.
// This one rage remembers me of Hyper Dash, it seems similar in idea of gameplay :)
TNT1 A 0 A_CheckFloor("RageOk")
Goto AltFire+1
RageOk:
TNT1 A 0 A_GiveInventory("RageDude", 1)
TNT1 A 0 A_TakeInventory("BossRageCharge2", 1000)
TNT1 A 0 A_ChangeFlag("INVULNERABLE", 1)
TNT1 A 0 A_PlaySoundEx("weapon/pcharge","SoundSlot6")
TNT1 A 0 SetPlayerProperty(0,1,0)
SMAM C 0 A_GiveInventory("SuperMachoManAboutToStrike", 1)
TNT1 A 0 A_JumpIfInventory("MachoManTDMode", 1, "RageTD")

SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM B 1 ACS_ExecuteAlways(991,0,528)
SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM B 1 ACS_ExecuteAlways(991,0,528)
SMAM B 1 ACS_ExecuteAlways(991,0,530)

SMAM C 1 ACS_ExecuteAlways(991,0,528)
SMAM C 1 ACS_ExecuteAlways(991,0,530)
SMAM C 1 ACS_ExecuteAlways(991,0,528)
SMAM C 1 ACS_ExecuteAlways(991,0,530)
SMAM C 1 ACS_ExecuteAlways(991,0,528)

SMAM D 1 ACS_ExecuteAlways(991,0,530)
SMAM D 1 ACS_ExecuteAlways(991,0,528)
SMAM D 1 ACS_ExecuteAlways(991,0,530)
SMAM D 1 ACS_ExecuteAlways(991,0,528)
SMAM D 1 ACS_ExecuteAlways(991,0,530)
SMAM D 1 ACS_ExecuteAlways(991,0,528)

SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
TNT1 A 0 A_PlaySoundEx("SuperMachoMan/TheOneAndOnly", "Voice")
TNT1 A 0 A_Stop
TNT1 A 0 A_GiveInventory("RageDude", 1)
SMAM C 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM M 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM M 1 A_SetAngle(angle+40.0) 
SMAM N 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM N 1 A_SetAngle(angle+40.0) 
SMAM O 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM O 1 A_SetAngle(angle+40.0) 
SMAM P 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM P 1 A_SetAngle(angle+40.0) 
SMAM Q 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM Q 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0)
SMAM R 32
TNT1 A 0 A_GiveInventory("RageDude", 1)
SMAM E 0 SetPlayerProperty(0,0,0)
SMAM E 0 A_PlaySoundEx("SuperMachoMan/BreakDash", "SoundSlot6")
SMAM SSSTTT 1 A_Recoil(-24)
TNT1 A 0 A_Stop
TNT1 A 0 A_TakeInventory("RageDude", 1)
TNT1 A 0 SetPlayerProperty(0,1,0)
SMAM C 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM M 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM M 1 A_SetAngle(angle+40.0) 
SMAM N 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM N 1 A_SetAngle(angle+40.0) 
SMAM O 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM O 1 A_SetAngle(angle+40.0) 
SMAM P 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM P 1 A_SetAngle(angle+40.0) 
SMAM Q 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM Q 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 28
TNT1 A 0 A_GiveInventory("RageDude", 1)
SMAM E 0 SetPlayerProperty(0,0,0)
SMAM E 0 A_PlaySoundEx("SuperMachoMan/BreakDash", "SoundSlot6")
SMAM SSSTTT 1 A_Recoil(-24)
TNT1 A 0 A_Stop
TNT1 A 0 A_TakeInventory("RageDude", 1)
TNT1 A 0 SetPlayerProperty(0,1,0)
SMAM C 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM M 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM M 1 A_SetAngle(angle+40.0) 
SMAM N 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM N 1 A_SetAngle(angle+40.0) 
SMAM O 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM O 1 A_SetAngle(angle+40.0) 
SMAM P 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM P 1 A_SetAngle(angle+40.0) 
SMAM Q 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM Q 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 6
SMAM ST 3
DMAM D 0 A_ChangeFlag("INVULNERABLE", 0)
DMAM DDDDDDDDDDDDDDDDDDDDDDDD 1 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_TakeInventory("RageDude", 0)
DMAM C 0 SetPlayerProperty(0,0,0)
DMAM CBA 3 A_JumpIfHealthLower(2,"GetUp")
SMAM AAAAA 2 A_JumpIfHealthLower(2,"GetUp")
goto Ready+2

RageTD:
TNT1 A 0 SetPlayerProperty(0,0,4)
SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM B 1 ACS_ExecuteAlways(991,0,528)
SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM B 1 ACS_ExecuteAlways(991,0,528)
SMAM B 1 ACS_ExecuteAlways(991,0,530)
SMAM C 1 ACS_ExecuteAlways(991,0,528)
SMAM C 1 ACS_ExecuteAlways(991,0,530)
SMAM C 1 ACS_ExecuteAlways(991,0,528)
SMAM C 1 ACS_ExecuteAlways(991,0,530)
SMAM C 1 ACS_ExecuteAlways(991,0,528)
SMAM D 1 ACS_ExecuteAlways(991,0,530)
SMAM D 1 ACS_ExecuteAlways(991,0,528)
SMAM D 1 ACS_ExecuteAlways(991,0,530)
SMAM D 1 ACS_ExecuteAlways(991,0,528)
SMAM D 1 ACS_ExecuteAlways(991,0,530)
SMAM D 0 ACS_ExecuteAlways(991,0,528)
SMAM C 0 A_TakeInventory("SuperMachoManAboutToStrike", 999)
TNT1 A 0 A_PlaySoundEx("SuperMachoMan/TheOneAndOnlyTD", "Voice")
TNT1 A 0 A_Stop
TNT1 A 0 A_GiveInventory("RageDude", 1)
SMAM C 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM M 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM M 1 A_SetAngle(angle+40.0) 
SMAM N 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM N 1 A_SetAngle(angle+40.0) 
SMAM O 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM O 1 A_SetAngle(angle+40.0) 
SMAM P 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM P 1 A_SetAngle(angle+40.0) 
SMAM Q 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM Q 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM E 0 SetPlayerProperty(0,0,0)
SMAM R 13
TNT1 A 0 A_GiveInventory("RageDude", 1)
SMAM E 0 A_PlaySoundEx("SuperMachoMan/BreakDash", "SoundSlot6")
SMAM SSSTTT 1 A_Recoil(-24)
TNT1 A 0 A_Stop
TNT1 A 0 A_TakeInventory("RageDude", 1)
TNT1 A 0 SetPlayerProperty(0,1,0)
SMAM C 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM M 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM M 1 A_SetAngle(angle+40.0) 
SMAM N 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM N 1 A_SetAngle(angle+40.0) 
SMAM O 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM O 1 A_SetAngle(angle+40.0) 
SMAM P 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM P 1 A_SetAngle(angle+40.0) 
SMAM Q 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM Q 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 9
TNT1 A 0 A_GiveInventory("RageDude", 1)
SMAM E 0 SetPlayerProperty(0,0,0)
SMAM E 0 A_PlaySoundEx("SuperMachoMan/BreakDash", "SoundSlot6")
SMAM SSSTTT 1 A_Recoil(-24)
TNT1 A 0 A_Stop
TNT1 A 0 A_TakeInventory("RageDude", 1)
TNT1 A 0 SetPlayerProperty(0,1,0)
SMAM C 0 A_PlaySoundEx("TomahawkTalbain/TomahawkWoosh", "SoundSlot6")
SMAM M 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM M 1 A_SetAngle(angle+40.0) 
SMAM N 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM N 1 A_SetAngle(angle+40.0) 
SMAM O 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM O 1 A_SetAngle(angle+40.0) 
SMAM P 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM P 1 A_SetAngle(angle+40.0) 
SMAM Q 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM Q 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 0 A_SpawnItemEx("ClotheslineMaster", 150, 0, 10, 0, 0, 10)
SMAM R 1 A_SetAngle(angle+40.0) 
SMAM R 24
SMAM ST 2
DMAM D 0 A_ChangeFlag("INVULNERABLE", 0)
DMAM DDD 5 A_JumpIfHealthLower(2,"GetUp")
TNT1 A 0 A_TakeInventory("RageDude", 0)
DMAM C 0 SetPlayerProperty(0,0,0)
DMAM CBA 2 A_JumpIfHealthLower(2,"GetUp")
SMAM AAAAAA 2 A_JumpIfHealthLower(2,"GetUp")
goto Ready+2

NoAmmo:
SMAM A 1 ACS_Execute(979,0)
Goto Ready+2

Flash:
TNT1 A 3 A_JumpIfHealthLower(2,"GetUp")
goto Flash
NoFlash:
TNT1 A 2
stop
}
}


actor TirednessAbusePreventing : OnceC
{
}

actor SuperMachoManAmmo : Inventory
{
inventory.amount 1
inventory.maxamount 60
}

actor CrunchTimeLV1
{
Obituary "$OB_CRUNCHTIME"
PROJECTILE
+RIPPER
+DONTBLAST
Radius 55
Height 115
scale 6.8
damage (8)
damagetype "CrunchLV1"
speed 52
translation "192:192=175:175", "198:198=183:183"
States
{
Spawn:
F_PR ABC 1 Offset(0,-55)
stop
}
}

actor CrunchTimeLV2 : CrunchTimeLV1
{
damage (10)
damagetype "CrunchLV2"
}

actor CrunchTimeLV3 : CrunchTimeLV1
{
damage (12)
damagetype "CrunchLV3"
}

actor CrunchTimeLV4 : CrunchTimeLV1
{
damage (16)
damagetype "CrunchLV4"
}

actor CrunchTimeLV5 : CrunchTimeLV1
{
damage (32)
damagetype "CrunchLV5"
}

actor CrunchTimeLV6 : CrunchTimeLV1
{
damage (38)
damagetype "CrunchLV6"
}

actor CrunchTimeLVX : CrunchTimeLV1
{
damage (48) // ooch. Hurts much.
damagetype "CrunchLVX"
}

actor ElbowTirednessControl
{
PROJECTILE
+NOINTERACTION
states
{
Spawn:
TNT1 A 0
TNT1 A 8 A_GiveToTarget("WeakenSMMCircleItem", 1)
Circles:
TNT1 A 8 A_GiveToTarget("WeakenSMMCircleItem", 1)
TNT1 A 0 A_JumpIfInTargetInventory("ElbowTirednessX", 1, "Circles")
TNT1 A 0 A_GiveToTarget("TotallyFrozenOFFItem", 1)
TNT1 A 0 A_GiveToTarget("UninvisibleSHItem", 1)
TNT1 A 10 A_GiveToTarget("TirednessAbusePreventing", 1)
TNT1 A 0 A_TakeFromTarget("TirednessAbusePreventing", 999)
stop
}
}

actor WeakenSMMCircleItem : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WeakenSMMCircle", 0, 0, 120, 0, 0, 0)
stop
}
}

actor WeakenSMMCircle : SaxtonHaleCircle
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetTranslucent(0.2)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeIn(0.12)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeIn(0.12)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeIn(0.12)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeIn(0.12)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeIn(0.12)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeOut(0.20)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeOut(0.20)
UNRM ZZZ 1 ThrustThingZ(0,22,1,0)
UNRM Z 0 A_FadeOut(0.20)
stop
}
}

actor ClotheslineMaster
{
PROJECTILE
+NOINTERACTION
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ClotheslineGFX", 0, 0, 12,0,0,5)
TNT1 A 0 A_SpawnItemEx("ClotheslineHitbox", 0, 0, 12,0,0,5)
stop
}
}

actor ClotheslineGFX
{
+NOINTERACTION
+DONTBLAST
height 5
radius 5
scale 4.1
states
{
Spawn:
SMAM LK 1
SMAM KKKK 1 A_FadeOut(0.25)
stop
}
}

actor ClotheslineHitbox
{
PROJECTILE
radius 210
height 24
+RIPPER
+DONTBLAST
damage (40)
Obituary "$OB_CLOTHESLINE" // Obits never end <_< | >_>
damagetype "SMMClothesline"
states
{
Spawn:
TNT1 A 0
stop
}
}

actor SuperMachoGlove
{
+NOGRAVITY
+NOINTERACTION
Renderstyle "translucent"
Alpha 0.6
scale 2.5
states
{
Spawn:
SMAM U 2
stop
}
}

actor SuperMachoManAboutToStrike : Powerup
{
powerup.color 255 31 31, 0.35
powerup.duration -10
}

actor SuperMachoManStrikeControl
{
PROJECTILE
+NOINTERACTION
states
{
Spawn:
TNT1 A 0
stop
}
}

actor MachoFlash1 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 ACS_ExecuteAlways(991, 0, 530)
stop
}
}

actor MachoFlash2 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 ACS_ExecuteAlways(991, 0, 528)
stop
}
}

actor MachoManTDMode : PowerDamage
{
damagefactor "Normal", 1.30
powerup.duration 0x7FFFFFFF
}

actor MachoManPainFlag : OnceC {}
actor MachoManPainFlag2 : OnceC {}

actor ElbowTirednessX : PowerUp
{
Powerup.Duration 152
powerup.color 104 64 252, 0.2
}