actor BusterRodG : LightClassBase
{
Player.ScoreIcon "C_WTA0X"
player.startitem "LightHealthBar"
player.displayname "BusterRodG"
player.soundclass "BusterRodGc"
player.startitem "MonkeyKingBoss"
player.startitem "MonkeyMagicAmmo", 28

player.startitem "BRG_CloneItem"

player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98
player.jumpz 13
States
{
Spawn:
BRGZ A 0
BRGZ B 1 A_GiveInventory("FrameBGive",1)
BRGZ A 1 A_GiveInventory("FrameAGive",1)
Goto Spawn+2
See:
BRGZ B 5 A_GiveInventory("FrameBGive",1)
BRGZ C 5 A_GiveInventory("FrameCGive",1)
BRGZ D 5 A_GiveInventory("FrameDGive",1)
BRGZ E 5 A_GiveInventory("FrameEGive",1)
Goto Spawn

Missile:
BRGZ J 0 A_JumpIfInventory("BRGSpinFlag",1,"Missile2")
BRGZ J 1 A_GiveInventory("FrameJGive",1)
BRGZ J 0 A_JumpIfInventory("BRGSpinFlag",1,"Missile2")
BRGZ J 3 A_GiveInventory("FrameJGive",1)
BRGZ K 8 A_GiveInventory("FrameKGive",1)
BRGZ J 8 A_GiveInventory("FrameJGive",1)
goto Spawn
Missile2:
BRGZ F 2 A_GiveInventory("FrameFGive",1)
BRGZ G 2 A_GiveInventory("FrameGGive",1)
BRGZ F 2 A_GiveInventory("FrameFGive",1)
BRGZ G 2 A_GiveInventory("FrameGGive",1)
BRGZ F 2 A_GiveInventory("FrameFGive",1)
BRGZ G 2 A_GiveInventory("FrameGGive",1)
goto Spawn
ClassPain:
BRGZ H 0 A_GiveInventory("FrameHGive",1)
goto PainContinue
DeathFix:
BRGZ H 0
goto DeathContinue
ClassDeath:
//BRGZ H 0 A_GiveInventory("FrameHGive",1)
BRGZ H 1
goto MegaDeathEnd
}
}

actor Frame : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor FrameA : Frame {}
actor FrameB : Frame {}
actor FrameC : Frame {}
actor FrameD : Frame {}
actor FrameE : Frame {}
actor FrameF : Frame {}
actor FrameG : Frame {}
actor FrameH : Frame {}

actor FrameJ : Frame {}
actor FrameK : Frame {}

actor FramesTake : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_TakeInventory("FrameA", 1)
TNT1 A 0 A_TakeInventory("FrameB", 1)
TNT1 A 0 A_TakeInventory("FrameC", 1)
TNT1 A 0 A_TakeInventory("FrameD", 1)
TNT1 A 0 A_TakeInventory("FrameE", 1)
TNT1 A 0 A_TakeInventory("FrameF", 1)
TNT1 A 0 A_TakeInventory("FrameG", 1)
TNT1 A 0 A_TakeInventory("FrameH", 1)
TNT1 A 0 A_TakeInventory("FrameJ", 1)
TNT1 A 0 A_TakeInventory("FrameK", 1)
stop
}
}

actor FrameAGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameA", 1)
stop
}
}

actor FrameBGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameB", 1)
stop
}
}

actor FrameCGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameC", 1)
stop
}
}

actor FrameDGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameD", 1)
stop
}
}

actor FrameEGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameE", 1)
stop
}
}

actor FrameFGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameF", 1)
stop
}
}

actor FrameGGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameG", 1)
stop
}
}

actor FrameHGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameH", 1)
stop
}
}

actor FrameJGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameJ", 1)
stop
}
}

actor FrameKGive : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FramesTake", 1)
TNT1 A 0 A_GiveInventory("FrameK", 1)
stop
}
}


actor DoubleTeamSpawner : CustomInventory
{
states
{
pickup:
TNT1 A 0 A_JumpIfInventory("FrameA", 1, "A")
TNT1 A 0 A_JumpIfInventory("FrameB", 1, "B")
TNT1 A 0 A_JumpIfInventory("FrameC", 1, "C")
TNT1 A 0 A_JumpIfInventory("FrameD", 1, "D")
TNT1 A 0 A_JumpIfInventory("FrameE", 1, "E")
TNT1 A 0 A_JumpIfInventory("FrameF", 1, "F")
TNT1 A 0 A_JumpIfInventory("FrameG", 1, "G")
TNT1 A 0 A_JumpIfInventory("FrameH", 1, "H")
TNT1 A 0 A_JumpIfInventory("FrameJ", 1, "J")
TNT1 A 0 A_JumpIfInventory("FrameK", 1, "K")
stop
A:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameA",0,0,0,0,0,0,0,1,0)//SXF_TRANSFERTRANSLATION
stop
B:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameB",0,0,0,0,0,0,0,1,0)
stop
C:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameC",0,0,0,0,0,0,0,1,0)
stop
D:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameD",0,0,0,0,0,0,0,1,0)
stop
E:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameE",0,0,0,0,0,0,0,1,0)
stop
F:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameF",0,0,0,0,0,0,0,1,0)
stop
G:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameG",0,0,0,0,0,0,0,1,0)
stop
H:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameH",0,0,0,0,0,0,0,1,0)
stop
J:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameJ",0,0,0,0,0,0,0,1,0)
stop
K:
TNT1 A 0 A_SpawnItemEx("BRGDTFrameK",0,0,0,0,0,0,0,1,0)
stop
}
}

actor BRGDTFrame 
{
scale 2.5
-SOLID
+NOGRAVITY
//+CLIENTSIDEONLY
//+NONETID
+NOTIMEFREEZE
+DONTBLAST
}

actor BRGDTFramePre : BRGDTFrame
{
RenderStyle "Translucent"
Alpha 0.75
states
{
Spawn:
BRGZ A 0
BRGZ A 35
TNT1 A 1
BRGZ A 35
TNT1 A 1
stop
}
}

actor BRGDTFrameA : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ A 1
TNT1 A 35
BRGZ A 1
stop
}
}

actor BRGDTFrameB : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ B 1
TNT1 A 35
BRGZ B 1
stop
}
}

actor BRGDTFrameC : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ C 1
TNT1 A 35
BRGZ C 1
stop
}
}

actor BRGDTFrameD : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ D 1
TNT1 A 35
BRGZ D 1
stop
}
}

actor BRGDTFrameE : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ E 1
TNT1 A 35
BRGZ E 1
stop
}
}

actor BRGDTFrameF : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ F 1
TNT1 A 35
BRGZ F 1
stop
}
}

actor BRGDTFrameG : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ G 1
TNT1 A 35
BRGZ G 1
stop
}
}

actor BRGDTFrameH : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ H 1
TNT1 A 35
BRGZ H 1
stop
}
}

actor BRGDTFrameJ : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ J 1
TNT1 A 35
BRGZ J 1
stop
}
}

actor BRGDTFrameK : BRGDTFrame
{
states
{
Spawn:
TNT1 A 0
TNT1 A 35
BRGZ K 1
TNT1 A 35
BRGZ K 1
stop
}
}