actor FlameBlastBoss : BaseMM8BDMWep_CBM
{
dropitem "FlameBlastWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoUse2 0
Weapon.AmmoGive 56
Weapon.SlotNumber 1
Obituary "$OB_FLAMEBLAST"
Inventory.Pickupmessage "Cheats."
weapon.ammotype "FlameBossAmmo"
weapon.ammotype2 "FlameBossAmmo"
States
{
Spawn:
C_06 C 1
loop
Ready:
FLAB A 0 ACS_ExecuteAlways(998,0,822)
FLAB A 0 A_JumpIfInventory("FlameBossAmmo",2,"Ready2")
FLAB A 4 A_WeaponReady(WRF_NOFIRE)
FLAB A 0 A_GiveInventory("FlameBossAmmo",1)
goto Ready+1
Ready2:
FLAB A 0 A_JumpIfInventory("FlameBossAmmo",56,"Ready3")
FLAB A 4 A_WeaponReady(WRF_NOSECONDARY)
FLAB A 0 A_GiveInventory("FlameBossAmmo",1)
loop
Ready3:
FLAB A 1 A_WeaponReady
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FLAB A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FLAB A 1 A_Raise
Loop
Fire:
FLAB A 0 //A_JumpIfNoAmmo("NoAmmo")
FLAB A 0 A_PlaySoundEx("weapon/FlameBall","Weapon")
FLAB B 0 A_GiveInventory("FlamemanMain_CI",1)
FLAB BC 3
FLAB B 2
FLAB A 12
FLAB A 0 A_Refire
goto Ready+1
AltFire:
FLAB A 0 A_JumpIfInventory("FlameBossAmmo",56,"FlameX")
goto Ready+1
FlameX:
FLAB A 2
FLAB BC 3
FLAB A 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB B 0 A_TakeInventory("FlameBossAmmo",56)
FLAB B 0 A_GiveInventory("FlamemanAlt_CI",1)
FLAB B 2
FLAB A 1
goto Ready+1 
NoAmmo:
FLAB A 0
//FLAB A 1
Goto Ready+1
}
}

actor FlameBossAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 56
+INVENTORY.IGNORESKILL
}

actor FlameBall
{
Translation "198:198=227:227", "192:192=216:216"
PROJECTILE
Damage (20)
Obituary "$OB_FLAMEBLAST"
damagetype "FlameBlast"
Height 10
Radius 10
Scale 2.5
//Speed 40
Speed 28
States
{
Spawn:
FBUS AB 2
loop
//Death:
//TNT1 A 0 A_JumpIf(z-floorz==0,"Flame")
Crash:
XDeath:
TNT1 A 0
Stop
Death:
TNT1 A 0 A_JumpIf(CeilingZ - FloorZ <=48 , "FireCheckOnly")
TNT1 A 0 A_JumpIf(z-ceilingz==0-10,"FireCheckOnly")
FLMB H 0 A_CheckFloor("Floor")
FLMB H 0 A_JumpIf(CeilingZ-Z < 12, "Floor")
Goto Wall
Floor:
TNT1 A 0 A_SpawnItemEx("FlameStarter",0,0,0,0,0,0,0,1)
Stop
Wall:
FLAB H 0 A_SpawnItemEx("FlameWallPillarT",0,0,0,-22,0,0,0,1)
stop
FireCheckOnly:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,-16)
stop
}
}


actor FlameBallB : FlameBall{Translation "198:198=74:74", "192:192=205:205"}
actor FlameBallR : FlameBall{Translation "198:198=41:41", "192:192=171:171"}
actor FlameBallO : FlameBall{Translation "198:198=128:128", "192:192=104:104"}
actor FlameBallP : FlameBall{Translation "198:198=232:232", "192:192=229:229"}

actor FlameStarterDropper
{
Translation "198:198=227:227", "192:192=216:216"
PROJECTILE
+NOINTERACTION
height 1
radius 1
Speed 0
Scale 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("FlameStarterX",20,30,0,0,0,0,15,1)//30
TNT1 A 0 A_SpawnItemEx("FlameStarterX",20,10,0,0,0,0,5,1)
TNT1 A 0 A_SpawnItemEx("FlameStarterX",20,-10,0,0,0,0,-5,1)
TNT1 A 0 A_SpawnItemEx("FlameStarterX",20,-30,0,0,0,0,-15,1)
stop
}
}

actor FlameStarterDropperB : FlameStarterDropper{Translation "198:198=74:74", "192:192=205:205"}
actor FlameStarterDropperR : FlameStarterDropper{Translation "198:198=41:41", "192:192=171:171"}
actor FlameStarterDropperO : FlameStarterDropper{Translation "198:198=128:128", "192:192=104:104"}
actor FlameStarterDropperP : FlameStarterDropper{Translation "198:198=232:232", "192:192=229:229"}

actor FlameStarterX
{
PROJECTILE
+DONTBLAST
+RIPPER
+THRUACTORS
+FLOORHUGGER
+DONTREFLECT
+THRUGHOST
+HEXENBOUNCE
Bouncefactor 1.0
WallBouncefactor 1.0
BounceCount 7
Damage (0)
Speed 20
Height 48
Radius 6
ReactionTime 11//15
States
{
Spawn:
TNT1 A 1
TNT1 A 2 A_SpawnItemEx("FlameStarter2",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SetAngle(angle+random(-15,15))
TNT1 A 0 A_ChangeVelocity(20,0,0,3)
TNT1 A 0 A_Jump(128,3)
TNT1 A 0 A_Jump(96,3)
TNT1 AA 1
TNT1 A 2 A_CountDown
Loop
}
}

actor FlameStarter
{
PROJECTILE
+DONTBLAST
+FLOORHUGGER
Damage (14)
Obituary "$OB_FLAMEBLAST"
damagetype "FlameBlastB"
Height 32
Radius 8
Scale 2.5
Speed 0
States
{
Spawn:
FLAB D 0
FLAB D 0 A_SpawnItemEx("OilPitIgnite",0,0,-16)
FLAB H 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB DEFGHI 1
Spawn2:
FLAB HIHIHIHIHI 1
FLAB H 0 A_GiveInventory("WeaponCharge",1)
FLAB H 0 A_JumpIfInventory("WeaponCharge",12,"SpawnEnd")
goto Spawn+3
SpawnEnd:
FLAB HIHGFED 1
stop
Death:
TNT1 A 0
Stop
}
}

actor FlameStarter2 : FlameStarter
{
Damage(14)
States
{
Spawn2:
FLAB HIHIHIHIHI 1
FLAB H 0 A_GiveInventory("WeaponCharge",1)
FLAB H 0 A_JumpIfInventory("WeaponCharge",6,"Spawn3")
goto Spawn+3
}
}

actor FlameBlastProtectC : PowerProtection
{
Powerup.Duration 5
DamageFactor "FlameBlastB", 0.25
}

actor FlameWallPillarT : FlameWallPillar
{
+DONTBLAST
damagetype "FlameBlastB"
reactiontime 14//15
Damage(14)
Radius 6
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI", 0, 0, 0, 0, 0, 0, 0, 9, 0)//SXF_ABSOLUTEMOMENTUM
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-2.0)
goto Spawn3
Spawn2:
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
Spawn3:
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_CountDown
TNT1 A 0 A_ScaleVelocity(-1.0)
//goto Spawn2
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_ScaleVelocity(-1.0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/4, momy/4, momz/4, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, momx/2, momy/2, momz/2, 0, 9, 0)
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK", 0, 0, 0, 0, 0, 0, 0, 9, 0)
TNT1 A 1
TNT1 A 0 A_CountDown
TNT1 A 0 A_ScaleVelocity(-1.0)
goto Spawn2
}
}

actor FlameWallPillarFX : FlameWallPillarT
{
+THRUACTORS
+CLIENTSIDEONLY
damage 0
}

actor FlameWallPillarFXI : FlameWallPillarFX
{
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXI2",0,0,0,0,0,0,0,1)
stop
}
}

actor FlameWallPillarFXI2 : FlameWallPillarFX
{
states
{
Spawn:
FLAB J 0
FLAB J 1
stop
}
}

actor FlameWallPillarFXJ : FlameWallPillarFX
{
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXJ2",0,0,0,0,0,0,0,1)
stop
}
}

actor FlameWallPillarFXJ2 : FlameWallPillarFX
{
states
{
Spawn:
FLAB K 0
FLAB K 1
stop
}
}

actor FlameWallPillarFXK : FlameWallPillarFX
{
states
{
Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("FlameWallPillarFXK2",0,0,0,0,0,0,0,1)
stop
}
}

actor FlameWallPillarFXK2 : FlameWallPillarFX
{
states
{
Spawn:
FLAB L 0
FLAB L 1
stop
}
}

actor FlamemanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameBall",0,1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameBallB",0,1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameBallR",0,1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameBallO",0,1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameBallP",0,1,-8,0)
goto Done
}
}

actor FlamemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropper",0,1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperB",0,1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperR",0,1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperO",0,1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameStarterDropperP",0,1,-8,0)
goto Done
}
}