actor AutoShopItem_1 : AutoShopItem_BASE
{
Weapon.SlotNumber 1
tag "=[1]= Eddie Weapon - 225 Bolts =[1]="
Weapon.AmmoGive1  225
weapon.ammotype "Auto_ITEMCOST_1"
inventory.icon "EDDIEC"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",225,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_SpawnItemEx("RandomWeapon",0,0,8,0,0,0)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo", 225)
goto FireEndingX
}
}
actor AutoShopItem_2 : AutoShopItem_BASE
{
Weapon.SlotNumber 1
tag "=[2]= Weapons Tank - 160 Bolts =[2]="
Weapon.AmmoGive1  160
weapon.ammotype "Auto_ITEMCOST_2"
inventory.icon "WTANK"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",160,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_SpawnItemEx("WTank",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo", 160)
goto FireEndingX
}
}

actor AutoShopItem_3 : AutoShopItem_BASE
{
Weapon.SlotNumber 1
tag "=[3]= Assault Item - 125 Bolts =[3]="
Weapon.AmmoGive1  125
weapon.ammotype "Auto_ITEMCOST_3"
inventory.icon "AutoIc3X"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",125,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_Jump(256, "Item3_1", "Item3_2", "Item3_3", "Item3_4","Item3_5")
Item3_1:
TNT1 A 0 A_SpawnItemEx("ReggaeCall",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo", 125)
goto FireEndingX
Item3_2:
TNT1 A 0 A_SpawnItemEx("EddieBomber",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo", 125)
goto FireEndingX
Item3_3:
TNT1 A 0 A_SpawnItemEx("TrebleSentry",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo", 125)
goto FireEndingX
Item3_4:
TNT1 A 0 A_SpawnItemEx("TangoSummon",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo", 125)
goto FireEndingX
Item3_5:
TNT1 A 0 A_SpawnItemEx("BeatSupport",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo", 125)
goto FireEndingX
}
}

actor AutoShopItem_4 : AutoShopItem_BASE
{
Weapon.SlotNumber 1
tag "=[4]= Rush Search - 350 Bolts =[4]="
Weapon.AmmoGive1  250
weapon.ammotype "Auto_ITEMCOST_4"
inventory.icon "RSEARCH"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",350,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_SpawnItemEx("RushSearch",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo",350)
goto FireEndingX
}
}

actor AutoShopItem_5 : AutoShopItem_BASE
{
Weapon.SlotNumber 2
tag "=[5]= Counter Attacker - 250 Bolts =[5]="
Weapon.AmmoGive1  250
weapon.ammotype "Auto_ITEMCOST_5"
inventory.icon "AutoIcn1"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",250,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_SpawnItemEx("SupportCAttack",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo",250)
goto FireEndingX
}
}

actor AutoShopItem_6 : AutoShopItem_BASE
{
Weapon.SlotNumber 2
tag "=[6]= Super Armor - 250 Bolts =[6]="
Weapon.AmmoGive1  250
weapon.ammotype "Auto_ITEMCOST_6"
inventory.icon "AutoIcn2"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",250,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_SpawnItemEx("SupportSArmor",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo",250)
goto FireEndingX
}
}

actor AutoShopItem_7 : AutoShopItem_BASE
{
Weapon.SlotNumber 2
tag "=[7]= H. Speed Device - 250 Bolts =[7]="
Weapon.AmmoGive1  250
weapon.ammotype "Auto_ITEMCOST_7"
inventory.icon "AutoIcn3"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",250,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_SpawnItemEx("SupportHSD",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo",250)
goto FireEndingX
}
}

actor AutoShopItem_8 : AutoShopItem_BASE
{
Weapon.SlotNumber 2
tag "=[8]= Super Buster - 250 Bolts =[8]="
Weapon.AmmoGive1  250
weapon.ammotype "Auto_ITEMCOST_8"
inventory.icon "AutoIcn4"
States
{
Altfire:
0G_H Q 0 A_JumpIfInventory("ScrewYouBuySomeAmmo",250,"FireL")
goto Ready7
FireCreate:
TNT1 A 0 A_StopSound(1)
TNT1 A 0 A_PlaySoundEx("weapon/AutoTada","SoundSlot6")
TNT1 A 0 A_GiveInventory("AutoThumbFlag",1)
TNT1 A 0 A_SpawnItemEx("SupportSBuster",0,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 2 A_TakeInventory("ScrewYouBuySomeAmmo",250)
goto FireEndingX
}
}

actor Auto_ITEMCOST_1 :  Ammo {inventory.amount 1 inventory.maxamount 225 +INVENTORY.IGNORESKILL }
actor Auto_ITEMCOST_2 :  Ammo {inventory.amount 1 inventory.maxamount 160 +INVENTORY.IGNORESKILL }
actor Auto_ITEMCOST_3 :  Ammo {inventory.amount 1 inventory.maxamount 125 +INVENTORY.IGNORESKILL }
actor Auto_ITEMCOST_4 :  Ammo {inventory.amount 1 inventory.maxamount 350 +INVENTORY.IGNORESKILL }
actor Auto_ITEMCOST_5 :  Ammo {inventory.amount 1 inventory.maxamount 250 +INVENTORY.IGNORESKILL }
actor Auto_ITEMCOST_6 :  Ammo {inventory.amount 1 inventory.maxamount 250 +INVENTORY.IGNORESKILL }
actor Auto_ITEMCOST_7 :  Ammo {inventory.amount 1 inventory.maxamount 250 +INVENTORY.IGNORESKILL }
actor Auto_ITEMCOST_8 :  Ammo {inventory.amount 1 inventory.maxamount 250 +INVENTORY.IGNORESKILL }

actor AutoIsRightAmmo : Ammo {inventory.amount 1 inventory.maxamount 2000 +INVENTORY.IGNORESKILL}
actor ScrewYouBuySomeAmmo : Ammo { inventory.amount 1 inventory.maxamount 2000 +INVENTORY.IGNORESKILL}
actor AutoAmmoRegenDelay : Inventory {inventory.amount 1 inventory.maxamount 105}
actor PowerAutoAmmoRegen : Powerup {Powerup.Duration 8}

actor AutoFlag : OnceC{}
actor AutoThumbFlag : OnceC{}

actor AutoEyebrowFlag : Inventory { inventory.amount 1 inventory.maxamount 6 }
actor AutoFireworkStacker : Inventory {inventory.amount 1 inventory.maxamount 50 }
actor AutoItemTypeFlag : Inventory { inventory.amount 1 inventory.maxamount 8}

actor AutoIsCreating : OnceC{}
actor AutoCreationFlag : Inventory { inventory.amount 1 inventory.maxamount 56 }

actor AutoCreateSndDelay : Powerup {Powerup.Duration 74}

actor AutoCreationFlag_RC : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("RageRuneFlag",1,"PickupR")
TNT1 A 0 A_GiveInventory("AutoCreationFlag",1)
stop
PickupR:
TNT1 A 0 A_GiveInventory("AutoCreationFlag",2)
stop
}
}

actor AutoCreateSnd_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("AutoCreateSndDelay",1,"No")
TNT1 A 0 A_PlaySoundEx("weapon/AutoCreate","Weapon")
TNT1 A 0 A_GiveInventory("AutoCreateSndDelay",1)
stop
No:
TNT1 A 0
stop
}
}

actor AutoAmmoRegenDelay_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("AutoAmmoRegenDelay",35,"Give")
TNT1 A 0 A_JumpIfInventory("RageRuneFlag",1,"PickupR")
TNT1 A 0 A_GiveInventory("AutoAmmoRegenDelay",1)
stop
PickupR:
TNT1 A 0 A_GiveInventory("AutoAmmoRegenDelay",2)
stop
Give:
TNT1 A 0 A_GiveInventory("ScrewYouBuySomeAmmo",10)
TNT1 A 0 A_GiveInventory("PowerAutoAmmoRegen",1)
TNT1 A 0 A_TakeInventory("AutoAmmoRegenDelay",105)
stop
}
}


actor AutoCreatesItem_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_TakeInventory("AutoCreationFlag",99)
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",8,"Item8")
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",7,"Item7")
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",6,"Item6")
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",5,"Item5")
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",4,"Item4")
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",3,"Item3")
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",2,"Item2")
TNT1 A 0 A_JumpIfInventory("AutoItemTypeFlag",1,"Item1")

Item1://Random Weapon
TNT1 A 0 A_SpawnItemEx("RandomWeapon",20,0,8,0,0,0)
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo", 225)
stop

Item2://W Tank
TNT1 A 0 A_SpawnItemEx("WTank",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo", 160)
stop

Item3: //Reggae
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo",125)
TNT1 A 0 A_Jump(256, "Item3_1", "Item3_2", "Item3_3", "Item3_4")
Item3_1:
TNT1 A 0 A_SpawnItemEx("ReggaeCall",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
stop
Item3_2:
TNT1 A 0 A_SpawnItemEx("EddieBomber",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
stop
Item3_3:
TNT1 A 0 A_SpawnItemEx("TrebleSentry",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
stop
Item3_4:
TNT1 A 0 A_SpawnItemEx("TangoSummon",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
stop

Item4: //Exit Unit
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo",200)
TNT1 A 0 A_SpawnItemEx("RushCoil",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
stop

Item5: //Counter Attacker
TNT1 A 0 A_SpawnItemEx("SupportCAttack",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo", 250)
stop

Item6: //Super Armor
TNT1 A 0 A_SpawnItemEx("SupportSArmor",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo", 250)
stop

Item7: //Hyper Speed Device
TNT1 A 0 A_SpawnItemEx("SupportHSD",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo", 250)
stop

Item8: //Super Buster
TNT1 A 0 A_SpawnItemEx("SupportSBuster",20,0,12,cos(-pitch)*14,0,sin(-pitch)*14)
TNT1 A 0 A_TakeInventory("ScrewYouBuySomeAmmo", 250)
stop
}
}

actor AutoFireworkShot
{
Translation "202:202=227:227","199:199=3:3"
PROJECTILE
+NOTARGETSWITCH
+HITTRACER
damagetype "AutoFirework"
Obituary "$OB_AUTOFIREWORK"
Damage (7)
radius 12
height 12
Speed 56
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 1
Spawn2:
0G_P AB 4
loop
Crash:
TNT1 A 0 A_JumpIfInventory("Survivor",1,"Death",AAPTR_TRACER)
TNT1 A 0 A_JumpIfInventory("BAWS",1,1,AAPTR_TRACER)
goto Death
TNT1 A 0 A_JumpIfInTargetInventory("PowerStrength",1,"Strength")
TNT1 A 0 A_GiveToTarget("ScrewYouBuySomeAmmo",40)
goto Death
Strength:
TNT1 A 0 A_GiveToTarget("ScrewYouBuySomeAmmo",80)
goto Death
Death:
TNT1 A 0 A_Jump(256,1,2,3,4)
TNT1 A 4 A_SpawnItemEx("AutoFireworkBoomStart1",0,0,5)
stop
TNT1 A 4 A_SpawnItemEx("AutoFireworkBoomStart2",0,0,5)
stop
TNT1 A 4 A_SpawnItemEx("AutoFireworkBoomStart3",0,0,5)
stop
TNT1 A 4 A_SpawnItemEx("AutoFireworkBoomStart4",0,0,5)
stop

}
}


actor AutoFireworkBoom_H : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 8 A_SetPitch(pitch+1)
TNT1 A 1 A_JumpIfInTargetInventory("AutoFireworkStacker",pitch,"Spawn2")
stop
Spawn2:
TNT1 A 0 A_Jump(256,1,2,3,4)
TNT1 A 0 A_SpawnItemEx("AutoFireworkBoom1",(pitch>0)*random(-60,60),(pitch>0)*random(-60,60),(pitch>0)*random(-12,12))
goto Spawn
TNT1 A 0 A_SpawnItemEx("AutoFireworkBoom2",(pitch>0)*random(-60,60),(pitch>0)*random(-60,60),(pitch>0)*random(-12,12))
goto Spawn
TNT1 A 0 A_SpawnItemEx("AutoFireworkBoom3",(pitch>0)*random(-60,60),(pitch>0)*random(-60,60),(pitch>0)*random(-12,12))
goto Spawn
TNT1 A 0 A_SpawnItemEx("AutoFireworkBoom4",(pitch>0)*random(-60,60),(pitch>0)*random(-60,60),(pitch>0)*random(-12,12))
goto Spawn
}
}

actor AutoFireworkBoomStart1 : BasicExplosion
{
Translation"202:202=215:215","199:199=218:218"//214
damagetype "AutoFirework"
Obituary "$OB_AUTOFIREWORK2"
Scale 2.0
States
{
Spawn:
0G_P C 0
0G_P C 0 A_SpawnItemEx("AutoFireworkBoom_H")
0G_P C 0 A_PlaySoundEx("weapon/napalm","Auto")
0G_P C 0 A_Explode(33,96,0,0,16)
0G_P CDEFGHIJ 2//4
stop
}
}
actor AutoFireworkBoomStart2 : AutoFireworkBoomStart1{Translation"202:202=34:34","199:199=237:237"}
actor AutoFireworkBoomStart3 : AutoFireworkBoomStart1{Translation"202:202=193:193","199:199=204:204"}
actor AutoFireworkBoomStart4 : AutoFireworkBoomStart1{Translation"202:202=108:108","199:199=110:110"}

actor AutoFireworkBoom : BasicExplosion
{
damagetype "AutoFirework"
Obituary "$OB_AUTOFIREWORK2"
Scale 2.0
States
{
Spawn:
0G_P C 0
0G_P C 0 A_PlaySoundEx("weapon/napalm","Auto")
0G_P C 0 A_Explode(33,96,0,0,16)
0G_P C 0
0G_P CDEFGHIJ 2
stop
}
}
actor AutoFireworkBoom1 : AutoFireworkBoom{Translation"202:202=215:215","199:199=218:218"}
actor AutoFireworkBoom2 : AutoFireworkBoom{Translation"202:202=34:34","199:199=237:237"}
actor AutoFireworkBoom3 : AutoFireworkBoom{Translation"202:202=193:193","199:199=204:204"}
actor AutoFireworkBoom4 : AutoFireworkBoom{Translation"202:202=108:108","199:199=110:110"}


actor AutoFireworkFX : BasicClientSide
{
scale 2.0
States
{
Spawn:
0G_P C 0
0G_P CDEFGHIJ 2//4
stop
}
}