actor HornetChaserBoss : BaseMM8BDMWep_CBM
{
dropitem "HornetChaserWepCDropped"
Weapon.AmmoUse 2
Weapon.AmmoGive 30
Weapon.SlotNumber 2
Obituary "$OB_HORNETCHASER"
Inventory.Pickupmessage "NOT THE BEES"
weapon.ammotype "HornetAmmoB"
weapon.ammotype2 "HornetHoverAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_09 F 1
loop
Ready:
HORH A 0 ACS_ExecuteAlways(998,0,885)
HORH A 0 A_GunFlash
HORN A 0 A_JumpIfInventory("HornetAmmoB",6,"Ready2")
HORH A 8 A_WeaponReady(WRF_NOPRIMARY)
HORN A 0 A_GiveInventory("HornetAmmoB",1)
Goto Ready+2
Ready2:
HORH A 8 A_WeaponReady
HORN A 0 A_GiveInventory("HornetAmmoB",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
HORH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
HORH A 1 A_Raise
Loop
Fire:
HORH A 0 A_JumpIfNoAmmo("NoAmmo")
HORH A 0 A_GiveInventory("HornetFireFlag",1)
HORH ABC 3
HORH C 0 A_PlaySoundEx("weapon/hornetchaser","Weapon")
HORH C 0 A_GiveInventory("HornetmanMain1_CI",1)
HORH C 3
HORH C 0 A_GiveInventory("HornetmanMain2_CI",1)
HORH C 3
HORH C 0 A_GiveInventory("HornetmanMain3_CI",1)
HORH CCCCC 3
goto Fire2
Fire2:
HORH C 1 A_RailWait
HORH C 0 A_Refire("Fire2")
HORH C 0 
HORH C 0 A_GiveInventory("BeeFlag1",1)
HORH CB 3
HORH A 0 A_TakeInventory("BeeFlag1",999)
Goto Ready+2
AltFire:
HORH B 0 A_JumpIfInventory("HornetFireFlag",1,"AltfireBee")
HORH B 0 A_PlaySoundEx("item/ItemUseAA","Weapon")
HORH B 0 A_GiveInventory("HornetmanAlt_CI",1)
HORH BCB 3
HORH A 15
Goto Ready+1
AltfireBee:
HORH B 0 A_GiveInventory("BeeFlag2",1)
HORH BCB 2
HORH D 12 A_PlaySoundEx("weapon/hornetcommand","Weapon")
HORH A 2 A_TakeInventory("HornetFireFlag",99)
HORH A 0 A_TakeInventory("BeeFlag2",999)
Goto Ready+1

Flash:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,"Flash1FD")
TNT1 A 0 A_JumpIfInventory("HornetHoverAmmo",1,2)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_JumpIfInventory("HornetFlagH",1,"HoverCheck1")
TNT1 A 0
Flash1:
//TNT1 A 0 A_GiveInventory("EnvironmentGravity",1)
Flash1FD:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_GiveInventory("HornetHoverAmmo",2)
TNT1 A 1 ACS_ExecuteAlways(191,0,0)
goto Flash
HoverCheck1:
TNT1 A 0 A_JumpIf(momz<0,"Hover")
goto Flash1
Hover:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_TakeInventory("HornetHoverAmmo",1)
TNT1 A 0 ThrustThingZ(0,3,1,0)

TNT1 A 0 A_JumpIfInventory("GenericSoundFlag",10,5)
TNT1 A 0 A_JumpIfInventory("GenericSoundFlag",1,2)
TNT1 A 0 A_PlaySoundEx("weapon/hornetfly","Body")
TNT1 A 0 A_GiveInventory("GenericSoundFlag",1)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_TakeInventory("GenericSoundFlag",99)

TNT1 A 1 ACS_ExecuteAlways(191,0,9)
goto FlashB
FlashB:
TNT1 A 0 A_JumpIf(z-floorz<=0,"FoundGround")
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,"Flash2FD")
TNT1 A 0 A_JumpIfInventory("HornetHoverAmmo",1,2)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_JumpIfInventory("HornetFlagH",1,"HoverCheck2")
TNT1 A 0
Flash2:
//TNT1 A 0 A_GiveInventory("EnvironmentGravity",1)
Flash2FD:
TNT1 A 1 ACS_ExecuteAlways(191,0,0)
goto FlashB
HoverCheck2:
TNT1 A 0 A_JumpIf(momz<0,"Hover")
goto Flash2
FoundGround:
TNT1 A 0
goto Flash+1

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

actor HornetAmmoB : Ammo
{
inventory.amount 1
inventory.maxamount 30
+INVENTORY.IGNORESKILL
}

actor HornetHoverAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 392
+INVENTORY.IGNORESKILL
}

actor HornetFireFlag :OnceC{}
actor HornetFlagH :OnceC{}
actor BeeFlag1 :OnceC{}
actor BeeFlag2 :OnceC{}

actor HornetHoverItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "HornIcon"
scale 2.0
inventory.pickupmessage "AGH, I'M FULL OF BEES!"
+INVBAR
states
{
Spawn:
HORH I 1
loop
Use:
TNT1 A 0 A_PlaySoundEx("item/ItemUseMM9","SoundSlot6")
TNT1 A 0 A_JumpIfInventory("HornetFlagH",1,"Take")
TNT1 A 0 A_GiveInventory("HornetFlagH",1)
fail
Take:
TNT1 A 0 A_TakeInventory("HornetFlagH",999)
fail
}
}

actor HornetChaserB
{
Translation "198:198=248:248", "202:202=215:215"
species "BeeStuff"
PROJECTILE
+DONTSEEKINVISIBLE//
+SEEKERMISSILE
+THRUSPECIES
//+SCREENSEEKER
+DONTREFLECT
damagetype "HornetChaser"
Obituary "$OB_HORNETCHASER"
Radius 16
Height 16
scale 2.5
damage (8)//16
speed 20//25
reactiontime 10
States
{
Spawn:
HORN D 0
HORN DEDEDE 1
HORN D 0 A_Stop
Check:
HORN D 0 A_GiveToTarget("TargetMarkerX", 1)
HORN D 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)
HORN DE 1 A_JumpIfInTargetInventory("BeeFlag1",1,"Cont")
HORN D 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
HORN D 0 ThrustThingZ(0,0,0,1)
HORN D 0 ThrustThing(angle*256/360,0)
loop
Cont:

HORN D 0 ACS_ExecuteAlways(790,0)
HORN D 1 A_ChangeVelocity(Cos(pitch)*25,0,-sin(pitch)*25,CVF_RELATIVE)
HORN D 0 ThrustThingZ(0,0,0,1)
HORN D 0 ThrustThing(angle*256/360,0)
Spawn3:

HORN ED 1 A_JumpIfInTargetInventory("BeeFlag2",1,"Home")
loop
Home:
HORN B 0 A_RearrangePointers(0,0,1)
HORN B 0 ThrustThingZ(0,0,0,1)
HORN B 0 ThrustThing(angle*256/360,0)
HORN BCDE 1 A_Stop
HORN B 0 ThrustThingZ(0,0,0,1)
HORN B 0 ThrustThing(angle*256/360,0)
HORN BCED 1 A_Stop
HORN BBBBB 0 A_SeekerMissile(2,10,3,128,10)
HORN B 1
HORN B 0 A_JumpIfInventory("IsInGame",1,"Spawn3",AAPTR_TRACER)
HORN B 0 A_ChangeVelocity(Cos(pitch)*9, 0, -sin(pitch)*9,CVF_RELATIVE)
HORN B 0 ThrustThingZ(0,0,0,1)
HORN B 0 ThrustThing(angle*256/360,0)
HORN B 0
goto Spawn2
Spawn2:
HORN BC 1
loop
Spawn3:
HORN BCBCBCBCBCBCBCBCBCBCBC 1 A_SeekerMissile(3,15,SMF_PRECISE)
HORN B 0
goto Spawn2
Death:
MMFX BCDE 1
stop
}
}

actor HornetChaserBB : HornetChaserB{translation "202:202=205:205", "198:198=74:74"}
actor HornetChaserBR : HornetChaserB{translation "202:202=171:171", "198:198=41:41"}
actor HornetChaserBO : HornetChaserB{translation "202:202=104:104", "198:198=128:128"}
actor HornetChaserBP : HornetChaserB{translation "202:202=229:229", "198:198=232:232"}

actor NectarTrapShot
{
species "BeeStuff"
Translation "199:199=248:248", "202:202=215:215"
PROJECTILE
Damage (12)
Obituary "$OB_HORNETHONEY"
damagetype "HornetHoney"
Height 10
Radius 12
-NOGRAVITY
Scale 2.0
speed 25
States
{
Spawn:
OILL H 0
OILL H 5 A_CheckFloor("Death")
loop
Crash:
XDeath:
OILL H 1
stop
Death:
OILL H 0 
OILL H 0 A_JumpIf(z-floorz<=0,"Death2")
OILL H 1 A_GiveInventory("CutterFlag", 1)
OILL H 0 A_JumpIfInventory("CutterFlag", 175, "Xdeath")
loop
Death2:
OILL H 1 A_SpawnItemEx("NectarTrapBlob",0,0,0,0,0,0,0,1)
stop
}
}

actor NectarTrapShotB : NectarTrapShot{translation "202:202=205:205", "199:199=74:74"}
actor NectarTrapShotR : NectarTrapShot{translation "202:202=171:171", "199:199=41:41"}
actor NectarTrapShotO : NectarTrapShot{translation "202:202=104:104", "199:199=128:128"}
actor NectarTrapShotP : NectarTrapShot{translation "202:202=229:229", "199:199=232:232"}

Actor NectarTrapBlob
{
species "BeeStuff"
//Translation "240:255=248:248", "47:47=215:215"
+MISSILE
+NODAMAGETHRUST
+NOBLOOD
+DONTSPLASH
+NOEXPLODEFLOOR
+NOTARGETSWITCH
Damage (8)
Obituary "$OB_HORNETHONEY"
damagetype "HornetHoney"
Height 10
Radius 12
scale 2.5
mass 99999
reactiontime 250
painchance 256
states
{
Spawn:
OILL J 0
OILL J 1 
OILL J 0 //A_ChangeFlag("SHOOTABLE",1)
Goto Spawn2
Spawn2:
OILL I 1 A_Stop
Goto SlideWait
SlideWait:
OILL I 1
OILL I 0 A_GiveInventory("CutterFlag", 1)
OILL I 0 A_JumpIf(z-floorz>0,"NewShot")
OILL I 0 A_JumpIfInventory("CutterFlag", 200, "Death")
loop
NewShot:
OILL I 0 A_SpawnItemEx("NectarTrapBlob",0,0,0,momx,momy,momz,0,8)
Goto Death
Death:
TNT1 A 0
stop
}
}


actor HornetmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HornetChaserB",22,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HornetChaserBB",22,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HornetChaserBR",22,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HornetChaserBO",22,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HornetChaserBP",22,1,8,0)
goto Done
}
}

actor HornetmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HornetChaserB",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HornetChaserBB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HornetChaserBR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HornetChaserBO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HornetChaserBP",0,1,8,0)
goto Done
}
}

actor HornetmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HornetChaserB",-22,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HornetChaserBB",-22,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HornetChaserBR",-22,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HornetChaserBO",-22,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HornetChaserBP",-22,1,8,0)
goto Done
}
}

actor HornetmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("NectarTrapShot",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("NectarTrapShotB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("NectarTrapShotR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("NectarTrapShotO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("NectarTrapShotP",0,0,8,0)
goto Done
}
}