actor QuickBoomerangBoss : BaseMM8BDMWep_CBM
{
dropitem "QuickBoomerangWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "$OB_QUICKBOOMERANG"
weapon.ammotype "FastAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_02 D 1
loop
Ready:
QUIK N 0 ACS_ExecuteAlways(998,0,743)
QUIK N 0 A_JumpIfInventory("FastAmmo",400,"FullReady")
QUIK N 1 A_WeaponReady
QUIK N 0 A_GiveInventory("FastAmmo",4)
Goto Ready+1
FullReady:
QUIK N 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
QUIK N 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
QUIK N 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("IsBot",1,"BotFire")
/*
QUIK N 0 A_JumpIfNoAmmo("No")
QUIK N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",15,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",0,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",-15,0,8,0)
QUIK N 20
Goto Ready+1*/
//QUIK N 0 A_JumpIfNoAmmo("NoAmmo")
QUIK N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIK N 0 A_GiveInventory("FastAmmo",3)
QUIK N 0 A_GiveInventory("QuickmanMain_CI",1)
QUIK NO 2
QUIK N 0 A_Refire
Goto Ready+1
Altfire:
//QUIK N 0 A_JumpIfNoAmmo("No")
QUIK N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIK N 0 A_GiveInventory("QuickmanAlt_CI",1)
QUIK OP 4
QUIK O 8
Goto Ready+1
No:
QUIK N 0
Goto Ready+1

BotFire:
QUIK N 0 A_JumpIfInventory("FastAmmo",400,"UseQuick")
TNT1 A 0 A_JumpIfCloser(450, "BotFire2")
Goto AltFire
BotFire2:
TNT1 A 0
goto Fire+1
UseQuick:
TNT1 A 0 A_GiveInventory("QuickManTrail",1)
TNT1 A 0 A_TakeInventory("FastAmmo",999)
goto BotFire+1
}
}

actor FastAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 400
+INVENTORY.IGNORESKILL
}

actor IsQuickmanFlag : OnceC{}

actor Quickbossrangs1 : QuickBoomerang
{
translation "192:192=229:229"
damage (8)
States
{
Spawn:
QUIK Q 0 A_CountDown
QUIK QQRRSSTT 1 A_ChangeVelocity(-4,0,0,CVF_RELATIVE)
loop
}
}

actor Quickbossrangs1B : Quickbossrangs1{translation "192:192=205:205"}
actor Quickbossrangs1R : Quickbossrangs1{translation "192:192=171:171"}
actor Quickbossrangs1O : Quickbossrangs1{translation "192:192=104:104"}
actor Quickbossrangs1P : Quickbossrangs1{translation "192:192=229:229"}

actor Quickbossrangs2 : Quickbossrangs1
{
damage (7)
States
{
Spawn:
QUIK QQRRSSTT 1
loop
Death:
TNT1 A 0 A_JumpIf((z-floorz<=7||z-ceilingz>=-7),"XDeath")
TNT1 A 0 A_SpawnItemEx("Quickbossrangs2Return",0,0,0,-Cos(pitch)*50,0,-sin(pitch)*50,0,513)
XDeath:
TNT1 A 0
stop
}
}

actor Quickbossrangs2B : Quickbossrangs2{translation "192:192=205:205"}
actor Quickbossrangs2R : Quickbossrangs2{translation "192:192=171:171"}
actor Quickbossrangs2O : Quickbossrangs2{translation "192:192=104:104"}
actor Quickbossrangs2P : Quickbossrangs2{translation "192:192=229:229"}

actor Quickbossrangs2Return : Quickbossrangs2
{
States
{
Death:
goto XDeath
}
}



actor QuickTrailItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "QuiIcon"
scale 2.0
inventory.pickupmessage "Five hour energy packed into less than five seconds."
+INVBAR
states
{
Spawn:
QUII A 1
loop
Use:
Use:
TNT1 A 0 A_JumpIfInventory("FastAmmo",400,"Success")
fail
Success:
QUIK N 0 A_PlaySoundEx("Class/QuickRun","SoundSlot6")
TNT1 A 0 A_GiveInventory("QuickManTrail",1)
TNT1 A 0 A_TakeInventory("FastAmmo",999)
fail
}
}


actor QuickManTrail : PowerSpeed
{
Speed 1.7
Powerup.Duration 50
}



actor QuickmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs1",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs1B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs1R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs1O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs1P",0,1,8,0)
goto Done
}
}

actor QuickmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2",15,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2",-15,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2B",15,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2B",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2B",-15,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2R",15,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2R",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2R",-15,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2O",15,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2O",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2O",-15,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2P",15,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2P",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("Quickbossrangs2P",-15,1,8,0)
goto Done
}
}

