actor AtomicFireBoss : BaseMM8BDMWep_CBM
{
dropitem "AtomicFireWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "$OB_ATOMICFIRE"
Inventory.Pickupmessage "Power up! Atomic Shield!"
weapon.ammotype "ZippoAmmo"
inventory.icon "HeatIco1"
States
{
Spawn:
C_02 G 1
loop
Ready:
HEAA A 0 ACS_ExecuteAlways(998,0,746)
HEAA A 0 A_GunFlash
HEAA A 1 A_WeaponReady
wait
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
HEAA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
HEAA A 1 A_Raise
Loop
Fire:
HEAA A 0 A_PlaySoundEx("weapon/atomicfire","Weapon")



HEAA A 2 OffSet(1,80)
HEAA B 2 OffSet(1,33)
HEAA B 2 OffSet(-70,72)
HEAA B 2 OffSet(-121,102)
HEAA C 2 OffSet(1,28)
HEAA C 2 OffSet(-21,52)
HEAA C 1 OffSet(-35,78)
HEAA C 0 A_JumpIfInventory("HeatmanDashFlag",200,"Fire5")
HEAA C 0 A_JumpIfInventory("HeatmanDashFlag",150,"Fire4")
HEAA C 0 A_JumpIfInventory("HeatmanDashFlag",100,"Fire3")
HEAA C 0 A_JumpIfInventory("HeatmanDashFlag",50,"Fire2")
HEAA C 1 OffSet(-35,78)A_GiveInventory("HeatmanMain1_CI",1)
HEAA A 3 OffSet(4,72)
HEAA A 3 OffSet(2,52)
HEAA A 0 A_Refire
Goto Ready+2
Fire2:
HEAA C 0 A_GiveInventory("HeatmanDashCounter",1)
HEAA C 1 OffSet(-35,78)A_ReFire("FireDashBegin")
HEAA C 0 A_GiveInventory("HeatmanMain2_CI",1)
goto FireEnd
Fire3:
HEAA C 0 A_GiveInventory("HeatmanDashCounter",2)
HEAA C 1 OffSet(-35,78)A_ReFire("FireDashBegin")
HEAA C 0 A_GiveInventory("HeatmanMain3_CI",1)
goto FireEnd
Fire4:
HEAA C 0 A_GiveInventory("HeatmanDashCounter",3)
HEAA C 1 OffSet(-35,78)A_ReFire("FireDashBegin")
HEAA C 0 A_GiveInventory("HeatmanMain4_CI",1)
goto FireEnd
Fire5:
HEAA G 0 A_GiveInventory("HeatmanDashCounter",4)
HEAA C 1 OffSet(-35,78)A_ReFire("FireDashBegin")
HEAA G 0 A_GiveInventory("HeatmanMain5_CI",1)
goto FireEnd
FireEnd:
HEAA G 0 A_TakeInventory("HeatmanDashFlag",50)
HEAA A 3 OffSet(4,72)
HEAA A 3 OffSet(2,52)
HEAA A 0 A_TakeInventory("HeatmanDashCounter",999)
Goto Ready+2
FireDashBegin:
TNT1 A 0 A_ChangeVelocity(44*cos(pitch),0,44*-sin(pitch),3)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_SpawnItemEX("HeatDamage",0,0,28,momx,momy,momz,0,9,0)
TNT1 A 0 A_ChangeFlag("INVULNERABLE",1)
TNT1 A 0 A_TakeInventory("UnSolid",1)
TNT1 A 0 A_ChangeFlag("SOLID",0)
TNT1 A 0 A_GiveInventory("IsInvunFlag",1)
TNT1 A 0 A_GiveInventory("HeatmanFlag",1)
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 ACS_ExecuteAlways(648,0,1)
TNT1 A 0 A_PlaySoundEx("weapon/heattackle","Weapon")
TNT1 A 0 A_TakeInventory("HeatmanDashFlag",50)
TNT1 A 0 A_SetArg(4,momz)
TNT1 A 0 A_SetArg(3,momy)
TNT1 A 0 A_SetArg(2,momx)
goto FireDash
FireDashAmmo:
TNT1 A 0 A_JumpIfInventory("HeatmanDashFlag",1,"FireDash")
goto FireDashEnd
FireDash:
TNT1 A 0 A_ChangeVelocity(args[2],args[3],args[4],CVF_REPLACE)
TNT1 A 1 A_TakeInventory("HeatmanDashFlag",3)
TNT1 A 0 A_SpawnItemEX("HeatFX",0,0,32,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEX("HeatDamage2",0,0,28,momx,momy,momz,0,9,0)
TNT1 A 0 A_ReFire("FireDashAmmo")
goto FireDashEnd
FireDashEnd:
TNT1 A 0 A_JumpIfInventory("HeatmanDashCounter",4,8)
TNT1 A 0 A_JumpIfInventory("HeatmanDashCounter",3,6)
TNT1 A 0 A_JumpIfInventory("HeatmanDashCounter",2,4)
TNT1 A 0 A_JumpIfInventory("HeatmanDashCounter",1,2)
TNT1 A 0 A_SpawnItemEX("HeatTackleShot1",0,0,32,args[2],args[3],args[4],0,9,0)
goto FireDashEndX
TNT1 A 0 A_SpawnItemEX("HeatTackleShot2",0,0,32,args[2],args[3],args[4],0,9,0)
goto FireDashEndX
TNT1 A 0 A_SpawnItemEX("HeatTackleShot3",0,0,32,args[2],args[3],args[4],0,9,0)
goto FireDashEndX
TNT1 A 0 A_SpawnItemEX("HeatTackleShot4",0,0,32,args[2],args[3],args[4],0,9,0)
goto FireDashEndX
TNT1 A 0 A_SpawnItemEX("HeatTackleShot5",0,0,32,args[2],args[3],args[4],0,9,0)
goto FireDashEndX
FireDashEndX:
TNT1 A 0
TNT1 A 0 A_ScaleVelocity(0.75)
TNT1 A 0 A_ChangeFlag("INVULNERABLE",0)
TNT1 A 0 A_SpawnItemEx("ReSolidifier")
TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
TNT1 A 0 A_TakeInventory("HeatmanDashCounter",999)
TNT1 A 0 A_TakeInventory("SemiStunArmor",999)
TNT1 A 0 A_TakeInventory("IsInvunFlag",999)
TNT1 A 0 A_TakeInventory("HeatmanFlag",999)
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 ACS_ExecuteAlways(648,0,0)
HEAA A 2 offset(0,101)
HEAA A 2 offset(0,90)
HEAA A 2 offset(0,79)
HEAA A 2 offset(0,70)
HEAA A 2 offset(0,61)
HEAA A 2 offset(0,54)
HEAA A 2 offset(0,47)
HEAA A 2 offset(0,43)
HEAA A 2 offset(0,38)
HEAA A 2 offset(0,35)
Goto Ready+2

AltFire:
HEAA D 0 A_GiveInventory("SemiStunArmor",1)
HEAA D 0 A_GiveInventory("HeatShieldFrame",1)
HEAA D 0 ACS_ExecuteAlways(191,0,16)//80% speed
goto ShieldUp
ShieldUp:
HEAA D 0 A_PlaySoundEx("weapon/HeatShield","Weapon")
HEAA D 2
HEAA D 0 A_GiveInventory("HeatmanDashFlag",2)
HEAA D 0 A_Refire("ShieldUp2")
Goto StopEverything
ShieldUp2:
HEAA D 2
HEAA D 0 A_GiveInventory("HeatmanDashFlag",2)
HEAA D 0 A_Refire("ShieldUp")
Goto StopEverything
StopEverything:
HEAA D 0 ACS_ExecuteAlways(191,0,0)//Normal speed
HEAA D 0 A_TakeInventory("HeatShieldFrame",999)
HEAA D 0 A_TakeInventory("SemiStunArmor",999)
HEAA D 1 A_TakeInventory("HeatmanFlag",1)
Goto Ready+2
NoAmmo:
HEAA A 0
Goto Ready+2
Flash:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"FlashShield")
TNT1 A 1
goto Flash
FlashShield:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"FlashShield")
goto Flash
}
}

actor AtomicPillarBoss : BaseMM8BDMWep_CBM
{
dropitem "AtomicFireWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Obituary "$OB_ATOMICFIRE"
Inventory.Pickupmessage "Power up! Atomic Pillar!?"
weapon.ammotype "ZippoAmmo"
inventory.icon "HeatIco0"
States
{
Spawn:
C_02 G 1
loop
Ready:
HEAA E 0 ACS_ExecuteAlways(998,0,746)
HEAA E 0 A_GunFlash
HEAA E 1 A_WeaponReady
wait

Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
HEAA E 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
HEAA E 1 A_Raise
Loop

Fire:
HEAA A 0 A_PlaySoundEx("weapon/atomicfire","Weapon")

HEAA E 2 OffSet(1,80)
HEAA F 2 OffSet(1,33)
HEAA F 2 OffSet(-70,72)
HEAA F 2 OffSet(-121,102)
HEAA G 2 OffSet(1,28)
HEAA G 2 OffSet(-21,52)
HEAA G 2 OffSet(-35,78)A_GiveInventory("HeatmanMain0_CI",1)


HEAA E 3 OffSet(4,72)
HEAA E 3 OffSet(2,52)

//HEAA ABCDEFG 2
//HEAA G 0 A_GiveInventory("HeatmanMain0_CI",1)
//HEAA HI 3
Goto Ready+2

AltFire:
HEAA H 0 A_GiveInventory("SemiStunArmor",1)
HEAA H 0 A_GiveInventory("HeatShieldFrame",1)
HEAA H 0 ACS_ExecuteAlways(191,0,16)//80% speed
goto ShieldUp
ShieldUp:
HEAA H 0 A_PlaySoundEx("weapon/HeatShield","Weapon")
HEAA H 2
HEAA H 0 A_GiveInventory("HeatmanDashFlag",2)
HEAA H 0 A_Refire("ShieldUp2")
Goto StopEverything
ShieldUp2:
HEAA H 2
HEAA H 0 A_GiveInventory("HeatmanDashFlag",2)
HEAA H 0 A_Refire("ShieldUp")
Goto StopEverything
StopEverything:
HEAA H 0 ACS_ExecuteAlways(191,0,0)//Normal speed
HEAA H 0 A_TakeInventory("HeatShieldFrame",999)
HEAA H 0 A_TakeInventory("SemiStunArmor",999)
HEAA H 1 A_TakeInventory("HeatmanFlag",1)
Goto Ready+2
NoAmmo:
HEAA E 0
Goto Ready+2
Flash:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"FlashShield")
TNT1 A 1
goto Flash
FlashShield:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"FlashShield")
goto Flash
}
}

actor ZippoAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 100
+INVENTORY.IGNORESKILL
}

actor HeatmanDashFlag : Inventory
{
inventory.amount 1
inventory.maxamount 200
}

actor HeatmanDashCounter : Inventory
{
inventory.amount 1
inventory.maxamount 4
}

actor HeatShieldFrame :OnceC{}


actor HeatShieldA
{
scale 2.5
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+DONTBLAST
+NOINTERACTION
+DONTSPLASH
+NOTIMEFREEZE
States
{
Spawn:
HEAS A 0
HEAS A 1
stop
}
}
actor HeatShieldB : HeatShieldA
{
States
{
Spawn:
HEAS B 0
HEAS B 1
stop
}
}

actor HeatBlastS
{
Translation "192:192=229:229", "198:198=41:41"
PROJECTILE
damagetype "AtomicFire1"
Obituary "$OB_ATOMICFIRE"
-NOGRAVITY
Damage (8)
Radius 7
Height 6
speed 28
Scale 2.5
States
{
Spawn:
HEAP A 0
HEAP A 0 ThrustThingZ(0,16,0,1)
HEAP AAABBBCCC 1
goto Spawn+2
XDeath:
Crash:
TNT1 A 0
stop
Death:
TNT1 A 0 A_JumpIf(CeilingZ - FloorZ <=48 , "FireCheckOnly")
TNT1 A 0 A_SpawnItemEx("HeatPillarFall",0,0,0,0,0,0,0,1)
stop
FireCheckOnly:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,-16)
stop
}
}

actor HeatBlastSB : HeatBlastS{translation "192:192=205:205","198:198=74:74"}
actor HeatBlastSR : HeatBlastS{translation "192:192=171:171","198:198=41:41"}
actor HeatBlastSO : HeatBlastS{translation "192:192=104:104","198:198=128:128"}
actor HeatBlastSP : HeatBlastS{translation "192:192=229:229","198:198=232:232"}

actor HeatBlastM : HeatBlastS
{
speed 34
}

actor HeatBlastMB : HeatBlastSB{speed 34}
actor HeatBlastMR : HeatBlastSR{speed 34}
actor HeatBlastMO : HeatBlastSO{speed 34}
actor HeatBlastMP : HeatBlastSP{speed 34}

actor HeatBlastF : HeatBlastS
{
speed 38
}

actor HeatBlastFB : HeatBlastSB{speed 34}
actor HeatBlastFR : HeatBlastSR{speed 34}
actor HeatBlastFO : HeatBlastSO{speed 34}
actor HeatBlastFP : HeatBlastSP{speed 34}

actor HeatPillarFall : HeatBlastS
{
+NOEXPLODEFLOOR
Obituary "$OB_ATOMICFIRE"
damagetype "AtomicfireB"
Damage (6)
Speed 0
States
{
Spawn:
HEAP A 0 
HEAP AAABBBCCC 1 A_JumpIf(z-floorz<7,"FlameStart")
loop
FlameStart:
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
TNT1 A 0 A_SpawnItemEx("HeatPillar1",0,0,0,0,0,0,0,1)
stop
Death:
TNT1 A 0 
stop
}
}

actor HeatPillar1 : HeatPillarFall
{
+FLOORHUGGER
Damage (2)
Height 20
States
{
Spawn:
HEAP D 2
HEAP D 1 A_SpawnItemEx("HeatPillar2",0,0,0,0,0,0,0,1)
HEAP EFDEFDEFDEFDEFDEFD 3
stop
}
}

actor HeatPillar2 : HeatPillar1
{
Height 40
States
{
Spawn:
HEAP H 2
HEAP H 1 A_SpawnItemEx("HeatPillar3",0,0,0,0,0,0,0,1)
HEAP IGHIGHIGHIGHIGHIG 3
stop
}
}

actor HeatPillar3 : HeatPillar1
{
Height 60
States
{
Spawn:
HEAP L 2
HEAP L 1 A_SpawnItemEx("HeatPillar4",0,0,0,0,0,0,0,1)
HEAP JKLJKLJKLJKLJKLJ 3
stop
}
}

actor HeatPillar4 : HeatPillar1
{
Height 80
States
{
Spawn:
HEAP M 2
HEAP M 1 A_SpawnItemEx("HeatPillar5",0,0,0,0,0,0,0,1)
HEAP NOMNOMNOMNOMNOM 3
stop
}
}

actor HeatPillar5 : HeatPillar1
{
Height 100
States
{
Spawn:
HEAP QRPQRPQRPQRQRP 3
stop
}
}


actor HeatDamage : BasicExplosion
{
damagetype "AtomicfireB"
Obituary "$OB_ATOMICTACKLE"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(12,96,0,0,16)
stop
}
}

actor HeatDamage2 : HeatDamage
{
damagetype "AtomicfireB"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(7,116,0,0,8)
stop
}
}

actor HeatmanFlag : OnceC{}

actor PainFlagA : OnceC{}

actor PainFlagB : OnceC{}

actor HeatTackleShot1
{
Translation "192:192=229:229", "198:198=41:41"
PROJECTILE
damagetype "AtomicFire1"
Obituary "$OB_ATOMICFIRE"
damage (11)
Radius 6
Height 6
speed 40
scale 2.5
States
{
Spawn:
HEAT RS 3
loop
}
}

actor HeatTackleShot1B : HeatTackleShot1{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot1R : HeatTackleShot1{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot1O : HeatTackleShot1{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot1P : HeatTackleShot1{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot2 : HeatTackleShot1{damage (16) Radius 8 Height 8 scale 2.5 States{Spawn:
HEAT UUU 1 A_SpawnItemEx("HeatFXA",0,0,0,0,0,0,0,1)
HEAT RRR 1 A_SpawnItemEx("HeatFXB",0,0,0,0,0,0,0,1)
HEAT SSS 1 A_SpawnItemEx("HeatFXC",0,0,0,0,0,0,0,1)
loop
}
}


actor HeatTackleShot2B : HeatTackleShot2{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot2R : HeatTackleShot2{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot2O : HeatTackleShot2{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot2P : HeatTackleShot2{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot3 : HeatTackleShot1{damage (24) Radius 10 Height 10 scale 2.5 States{Spawn:
HEAT UUU 1 A_SpawnItemEx("HeatFXA",0,0,0,0,0,0,0,1)
HEAT TTT 1 A_SpawnItemEx("HeatFXB",0,0,0,0,0,0,0,1)
HEAT RRR 1 A_SpawnItemEx("HeatFXC",0,0,0,0,0,0,0,1)
loop
}
}

actor HeatTackleShot3B : HeatTackleShot3{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot3R : HeatTackleShot3{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot3O : HeatTackleShot3{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot3P : HeatTackleShot3{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot4 : HeatTackleShot1{damage (30) Radius 13 Height 13 scale 2.5 States{Spawn:
HEAT WWW 1 A_SpawnItemEx("HeatFXA",0,0,0,0,0,0,0,1)
HEAT TTT 1 A_SpawnItemEx("HeatFXB",0,0,0,0,0,0,0,1)
HEAT UUU 1 A_SpawnItemEx("HeatFXC",0,0,0,0,0,0,0,1)
loop
}
}

actor HeatTackleShot4B : HeatTackleShot4{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot4R : HeatTackleShot4{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot4O : HeatTackleShot4{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot4P : HeatTackleShot4{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot5 : HeatTackleShot1{damage (35) Radius 18 Height 18 scale 2.5 States{Spawn:
HEAT WWW 1 A_SpawnItemEx("HeatFXA",0,0,0,0,0,0,0,1)
HEAT VVV 1 A_SpawnItemEx("HeatFXB",0,0,0,0,0,0,0,1)
HEAT UUU 1 A_SpawnItemEx("HeatFXC",0,0,0,0,0,0,0,1)
loop
}
}

actor HeatTackleShot5B : HeatTackleShot5{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot5R : HeatTackleShot5{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot5O : HeatTackleShot5{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot5P : HeatTackleShot5{translation "192:192=229:229","198:198=232:232"}

actor HeatFXBase
{
+CLIENTSIDEONLY
+DONTBLAST
+NOINTERACTION
+NOGRAVITY
radius 2
height 2
speed 5
scale 2.5
States
{
Spawn:
TNT1 A 1
HEAT AAABBBAAABBBAAA 1 A_Fadeout(0.08)
stop
}
}

actor HeatFXA : HeatFXBase{States{Spawn:
TNT1 A 2
HEFX A 2
stop}}

actor HeatFXB : HeatFXBase{States{Spawn:
TNT1 A 2
HEFX B 2
stop}}

actor HeatFXC : HeatFXBase{States{Spawn:
TNT1 A 2
HEFX C 2
stop}}


actor HeatFX
{
PROJECTILE
+DONTBLAST
Radius 7
Height 7
scale 2.5
damage (2)
damagetype "AtomicfireB"
Obituary "$OB_ATOMICTACKLE"
speed 0
States
{
Spawn:
HEFX ABC 5
stop
}
}

actor HeatmanMain0_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatBlastS",random(5,-5),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastM",random(7,-7),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastF",random(9,-9),0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatBlastSB",random(5,-5),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMB",random(7,-7),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFB",random(9,-9),0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatBlastSR",random(5,-5),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMR",random(7,-7),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFR",random(9,-9),0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatBlastSO",random(5,-5),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMO",random(7,-7),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFO",random(9,-9),0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatBlastSP",random(5,-5),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMP",random(7,-7),0,8,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFP",random(9,-9),0,8,0)
goto Done
}
}

actor HeatmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1P",0,1,8,0)
goto Done
}
}

actor HeatmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2P",0,1,8,0)
goto Done
}
}

actor HeatmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3P",0,1,8,0)
goto Done
}
}

actor HeatmanMain4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4P",0,1,8,0)
goto Done
}
}

actor HeatmanMain5_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5P",0,1,8,0)
goto Done
}
}


