actor OilSliderBoss : BaseMM8BDMWep_CBM
{
dropitem "OilSliderWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 3
Weapon.SlotNumber 1
Obituary "$OB_OILSLIDER"
weapon.ammotype "SkateOrSlideAmmo"
states
{
Spawn:
C_01 H 1
loop
Ready:
OILA X 0 A_TakeInventory("OilCheck", 999)
OILA X 0 ACS_ExecuteAlways(998,0,727)
OILA X 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILA X 1 A_WeaponReady
goto Ready+2
Ready2:
OILA X 10 A_WeaponReady
goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
OILA X 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
OILA X 1 A_Raise
Loop
Fire:
OILA X 0 A_TakeInventory("WeaponCharge",999)
OILA X 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
goto Hold
Hold:
OILA X 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILA X 0 A_JumpIfInventory("WeaponCharge",20,"WCharge2") 
OILA X 0 A_JumpIfInventory("WeaponCharge",10,"WCharge1")
OILA X 0 A_GiveInventory("WeaponCharge",1)
OILA X 1
OILA X 0 A_ReFire(1)
goto Fire1
OILA X 1
OILA X 0 A_ReFire(1)
goto Fire1
OILA X 1
OILA X 0 A_ReFire
goto Fire1
WCharge1:
OILA Y 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILA Y 0 A_GiveInventory("WeaponCharge",1)
OILA Y 1
OILA Y 0 A_ReFire(1)
goto Fire2
OILA Y 1
OILA Y 0 A_ReFire(1)
goto Fire2
OILA Y 1
OILA Y 0 A_ReFire
goto Fire2
WCharge2:
OILA Z 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILA Z 1
OILA Z 0 A_ReFire(1)
goto Fire3
OILA Z 1
OILA Z 0 A_ReFire(1)
goto Fire3
OILA Z 1
OILA Z 0 A_JumpIfInventory("IsBot",1,"BotFire3")
OILA Z 0 A_ReFire
goto Fire3
BotFire3:
BotFire3:
OILA Z 0 A_Jump(16,"Fire3")
OILA Z 0 A_ReFire
goto Fire3

Fire1:
OILA X 0 A_TakeInventory("WeaponCharge",999)
OILA X 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILA X 0 A_PlaySoundEx("weapon/OilShotX","Weapon")
OILA Z 3 A_GiveInventory("OilmanMain1_CI",1)
goto FireEnd
FireEnd:
OILA Z 2
OILA Y 5
OILA X 3
OILA X 0 A_Refire
goto Ready+2
Fire2:
OILA X 0 A_TakeInventory("WeaponCharge",999)
OILA X 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILA X 0 A_PlaySoundEx("weapon/OilShotX","Weapon")
OILA ZZZ 3 A_GiveInventory("OilmanMain2_CI",1)
goto FireEnd
Fire3:
OILA Z 0 A_TakeInventory("WeaponCharge",999)
OILA Z 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILA Z 0 A_PlaySoundEx("weapon/OilShotX","Weapon")
OILA ZZZZZ 3 A_GiveInventory("OilmanMain3_CI",1)
goto FireEnd

SlideBegin:
OILA X 0 A_JumpIfInventory("WeaponCharge",1,"SlideEndX")

OILA X 0 A_JumpIfInventory("OilmanJump",1,"OilPogo")
OILA X 0 SetPlayerProperty(0,1,0)

OILA X 0 A_GiveInventory("OilSledFlag",42)
OILA X 0 A_TakeInventory("OilmanIsDone",9)
OILA X 0 A_TakeInventory("OilSliderAmmo",4)
OILA X 0 A_GiveInventory("OilmanJump",1)
OILA X 0 A_GiveInventory("OilBoat",1)
OILA X 0 A_GunFlash
OILA X 0 A_JumpIfInventory("IsBot",1,"BotSlide")
OILA X 0 A_JumpIfInventory("OilCheck",1,"Slide")
Goto SlideEnd

Slide:
OILA X 0 SetPlayerProperty(0,1,0)
OILA X 0 A_TakeInventory("OilSledFlag",1)
OILA X 0 A_JumpIfInventory("IsUnderWater",1,"UnderWater")
Goto SlideContinue

UnderWater:
OILA X 0 A_JumpIf(z-floorz>32,1)
Goto SlideContinue
OILA X 0 A_JumpIf(momz<=0,2)
OILA X 0 ThrustThingZ(0,7,0,1)
Goto SlideContinue
OILA X 0 A_GiveInventory("FlyActivate",1)
OILA X 0 ThrustThingZ(0,5,0,0)
Goto SlideContinue+1

SlideContinue:
OILA X 0 A_GiveInventory("FlyDeactivate",1)
OILA X 0 A_SpawnItemEx("SliderDamagerB",24,0,10,momx,momy,momz,0,8,0)
OILA XX 2 A_WeaponReady(2)
OILA X 0 A_JumpIfInventory("OilSledFlag",1,"Slide")
Goto SlideEnd

BotSlide:
OILA X 0 A_SpawnItemEx("SliderDamagerB",24,0,10,momx,momy,momz,0,8,0)
OILA XXXXX 1
OILA X 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILA X 0 A_GiveInventory("CutterFlag",1)
OILA X 0 A_TakeInventory("OilSliderFlag",1)
OILA X 0 A_JumpIfInventory("Cutterflag",15,1)
Loop
OILA X 0 A_TakeInventory("Cutterflag",999)
OILA X 0 A_Jump(224,"OilPogo")
Goto SlideEnd

OilPogo:
OILA X 0 A_PlaySoundEx("weapon/OilJump","Body")
OILA X 0 A_ScaleVelocity(0.75)
OILA X 0 ThrustThingZ(0,45,0,0)
OILA X 0 A_Jump(256,"SlideEnd")
Goto SlideEnd

SlideEndX:
OILA X 0 A_SpawnItemEx("OilSliderBShot",2,0,2,20,0,0,0,1)
OILA X 0 A_TakeInventory("OilSledFlag",999)
OILA X 0 A_TakeInventory("OilCheck",999)
OILA X 0 A_TakeInventory("OilBoat",999)
OILA X 0 A_TakeInventory("OilmanJump",999)
OILA X 0 A_GiveInventory("OilmanIsDone",1)
goto Hold
SlideEnd:
OILA X 0 A_SpawnItemEx("OilSliderBShot",2,0,2,20,0,0,0,1)

OILA X 0 SetPlayerProperty(0,0,0)
OILA X 0 A_GiveInventory("FlyDeactivate",1)
OILA X 0 A_StopSound(CHAN_WEAPON)
OILA X 0 A_TakeInventory("OilSoundTime",999)
OILA X 0 A_TakeInventory("OilSledFlag",999)
OILA X 0 A_TakeInventory("OilCheck",999)
OILA X 0 A_TakeInventory("OilBoat",999)
OILA X 0 A_TakeInventory("OilmanJump",999)
OILA X 0 A_GiveInventory("OilmanIsDone",1)
OILA XXX 2
goto Ready2

Altfire:
OILA X 0
OILA X 0 A_JumpIfInventory("OilCheck",1,"SlideSpill")
OILA Z 0 A_TakeInventory("WeaponCharge",999)
OILA Z 0 A_PlaySoundEx("weapon/oilshot","Weapon")
OILA Z 0 A_GiveInventory("OilmanAlt1_CI",1)
OILA ZYX 3
goto Ready+2

SlideSpill:
OILA X 0 A_JumpIfInventory("StaminaFlag",1,1)
goto AFireEndX
OILA X 0 A_GiveInventory("FlyDeactivate",1)
OILA X 0 A_JumpIfInventory("IsBot",1,"BotSlide")
OILA X 0 A_TakeInventory("OilSledFlag",1)
OILA X 0 A_TakeInventory("StaminaFlag",2)
OILA X 0 A_PlaySoundEx("weapon/oilshot","SoundSlot6")
OILA Z 0 A_GiveInventory("OilmanAlt2_CI",1)
goto AFireEndX

AFireEndX:
OILA X 0 A_SpawnItemEx("SliderDamagerBX",24,0,2,momx,momy,momz,0,8,0)
OILA XX 2 A_WeaponReady(10)
OILA X 0 A_JumpIfInventory("OilSledFlag",1,"SlideX")
Goto SlideEnd

SlideX:
OILA X 0 A_TakeInventory("OilSledFlag",1)
OILA X 0 A_JumpIfInventory("IsUnderWater",1,"UnderWater")
OILA X 0 A_GiveInventory("FlyDeactivate",1)
Goto SlideSpillX

SlideSpillX://This is here to check if you're still holding altfire and deal no damage.
OILA XX 2 A_WeaponReady(2)
OILA X 0 A_JumpIfInventory("OilSledFlag",1,"Slide")
Goto SlideEnd

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 2 A_GiveInventory("OilSledThrust",1)
TNT1 AAAAAAAAAAAAAAAA 2 A_JumpIfInventory("OilCheck",1,"Flash")
TNT1 A 1 A_GiveInventory("StaminaFlag",8)
TNT1 A 1 A_JumpIfInventory("StaminaFlag",500,"NoFlash")
goto Flash+18

NoAmmo:
OILA A 1
goto Ready2
}
}

actor SkateOrSlideAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 3
+INVENTORY.IGNORESKILL
}

actor OilSledFlag : Inventory
{
inventory.amount 1
inventory.maxamount 56
}

actor OilSledAirTime : Inventory
{
inventory.amount 1
inventory.maxamount 5
}

actor OilmanJump : OnceC {}
actor OilmanIsDone : OnceC {}


actor OilSledThrust : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(z-floorz==0,"Ground")
TNT1 A 0 A_Recoil(-2)
goto End
Ground:
TNT1 A 0 A_Recoil(-4)
goto End
End:
TNT1 A 0 A_JumpIfInventory("OilSoundTime",1,"No")
TNT1 A 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
TNT1 A 0 A_GiveInventory("OilSoundTime",1)
stop
No:
TNT1 A 0
stop
}
}


actor OilShotB
{
Translation "198:198=78:78", "199:199=43:43", "202:202=218:218"
PROJECTILE
damagetype "OilSlider"
Obituary "$OB_OILSLIDER"
-NOGRAVITY
+THRUSPECIES
Species "OilThing"
Damage (20)
Radius 8
Height 5
speed 28
Scale 2.0
States
{
Spawn:
OILA D 0
OILA D 5 A_CheckFloor("Death")
loop
Crash:
XDeath:
OILA D 1
stop
Death:
OILA D 0 
OILA D 0 A_JumpIf(z-floorz<=0,"Death2")
OILA D 1 A_GiveInventory("CutterFlag",1)
OILA D 0 A_JumpIfInventory("CutterFlag",175,"Xdeath")
loop
Death2:
OILA D 1 A_SpawnItemEx("OilBlobB",0,0,0,0,0,0,0,1)
stop
}
}

actor OilShotBB : OilShotB{translation "198:198=74:74","199:199=74:74","202:202=205:205"}
actor OilShotBR : OilShotB{translation "198:198=41:41","199:199=41:41","202:202=171:171"}
actor OilShotBO : OilShotB{translation "198:198=128:128","199:199=128:128","202:202=104:104"}
actor OilShotBP : OilShotB{translation "198:198=232:232","199:199=232:232","202:202=229:229"}

actor OilShot2 : OilShotB{Damage (15) speed 36}

actor OilShot2B : OilShotBB{Damage (15) speed 36}
actor OilShot2R : OilShotBR{Damage (15) speed 36}
actor OilShot2O : OilShotBO{Damage (15) speed 36}
actor OilShot2P : OilShotBP{Damage (15) speed 36}

actor OilShot3 : OilShot2{Damage (15) speed 52}

actor OilShot3B : OilShotBB{Damage (15) speed 52}
actor OilShot3R : OilShotBR{Damage (15) speed 52}
actor OilShot3O : OilShotBO{Damage (15) speed 52}
actor OilShot3P : OilShotBP{Damage (15) speed 52}

actor OilSpill : OilShotB
{
Damage (8)
Radius 12
Height 8
speed 28
States
{
Spawn:
OILA H 0
OILA H 5 A_CheckFloor("Death")
loop
Crash:
XDeath:
OILA H 1
stop
Death:
OILA H 0 
OILA H 0 A_JumpIf(z-floorz<=0,"Death2")
OILA H 1 A_GiveInventory("CutterFlag",1)
OILA H 0 A_JumpIfInventory("CutterFlag",88,"Xdeath")
loop
Death2:
OILA H 1 A_SpawnItemEx("OilSpillBlob",0,0,0,0,0,0,0,1)
stop
}
}

actor OilSpillB : OilSpill{translation "198:198=74:74","199:199=74:74","202:202=205:205"}
actor OilSpillR : OilSpill{translation "198:198=41:41","199:199=41:41","202:202=171:171"}
actor OilSpillO : OilSpill{translation "198:198=128:128","199:199=128:128","202:202=104:104"}
actor OilSpillP : OilSpill{translation "198:198=232:232","199:199=232:232","202:202=229:229"}

actor OilSpillX : OilSpill{+DONTSPLASH Height 5 Radius 8 Damage (4) speed 40 Scale 2.0
States
{
Death:
OILA H 0 
OILA H 0 A_JumpIf(z-floorz<=0,"Death2")
OILA H 1 A_GiveInventory("CutterFlag",1)
OILA H 0 A_JumpIfInventory("CutterFlag",44,"Xdeath")
loop
Death2:
OILA H 1 A_SpawnItemEx("OilSpillBlobX",0,0,0,0,0,0,0,1)
stop}}

actor OilSpillXB : OilSpillX{translation "198:198=74:74","199:199=74:74","202:202=205:205"}
actor OilSpillXR : OilSpillX{translation "198:198=41:41","199:199=41:41","202:202=171:171"}
actor OilSpillXO : OilSpillX{translation "198:198=128:128","199:199=128:128","202:202=104:104"}
actor OilSpillXP : OilSpillX{translation "198:198=232:232","199:199=232:232","202:202=229:229"}

Actor OilBlobB
{
+MISSILE
+NODAMAGETHRUST
+NOBLOOD
+DONTSPLASH
+NOEXPLODEFLOOR
+NOTARGETSWITCH
Damage (10)
damagetype "OilSlider"
Obituary "$OB_OILBLOB"
+THRUSPECIES
Species "OilThing"
Height 10
Radius 8
scale 2.5
mass 99999
reactiontime 250
painchance 256
states
{
Spawn:
OILA G 0
OILA G 1 
OILA G 0 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn2
pain.FireTrap:
pain.FirePillar:
pain.OilCanister:  Pain.FlameBlastStage:
Pain.MegaFireBall:
Pain.FireStorm:Pain.FireSpin:
pain.AtomicFire1:pain.AtomicFire2:pain.AtomicFire3:  Pain.AtomicfireB:
pain.PharaohShot1:pain.PharaohShot2:pain.PharaohShot3:
Pain.Coal:
pain.FlameBlast: Pain.FlameBlastB:
pain.ScorchWheel:Pain.ScorchWheelB:
Pain.FlameSword:Pain.FlameSwordSpark:  Pain.FlameSwordB:Pain.FlameSwordSpark2:Pain.FlameSwordSpark3:
pain.WaveBurner:
Pain.MagmaBazooka:
Pain.SolarBlaze:
Pain.MagmaBazooka1:Pain.MagmaBazooka2:

Pain.HSHFire:

OILA E 0
OILA E 0 A_Jump(256,"SpawnFlame")
goto SpawnFlame
SpawnFlame:
OILA E 0 A_ChangeFlag("NOPAIN",1)
OILA E 1 A_SpawnItemEx("OilBlobFlameB",0,0,0,0,0,0,0,1)
OILA E 0 A_Jump(256,"Death")
stop
Spawn2:
OILA G 1 A_Stop
Goto SlideWait
SlideWait:
OILA E 1 A_JumpIfCloser(40,"Slide")
OILA E 0 A_GiveInventory("CutterFlag",1)
OILA E 0 A_JumpIf(z-floorz>0,"NewShot")
OILA E 0 A_JumpIfInventory("CutterFlag",175,"Death")
loop
Slide:
OILA E 0
OILA E 0 A_JumpIfInTargetInventory("OilCheck",1,"Spawn2")
OILA A 0 A_TakeFromTarget("OilSledFlag",99)
TNT1 A 2 A_GiveToTarget("OilCheck",1)
stop
NewShot:
OILA E 0 A_SpawnItemEx("OilShotB",0,0,0,momx,momy,momz,0,9)
Goto Death 
Death:
TNT1 A 0
stop
}
}

actor OilSpillBlob : OilBlobB
{
Height 10
Radius 12
Damage (5)
states
{
Spawn:
OILA J 0
OILA J 1 
OILA J 0 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn2
SpawnFlame:
OILA I 0 A_ChangeFlag("NOPAIN",1)
OILA I 1 A_SpawnItemEx("OilSpillFlame",0,0,0,0,0,0,0,1)
OILA I 0 A_Jump(256,"Death")
stop
Spawn2:
OILA I 1 A_Stop
Goto SlideWait
SlideWait:
OILA I 0 A_GiveInventory("CutterFlag",1)
OILA I 1 A_JumpIfCloser(40,"Slide")
OILA I 0 A_JumpIf(z-floorz>0,"NewShot")
OILA I 0 A_JumpIfInventory("CutterFlag",88,"Death")
loop
Slide:
OILA I 0
OILA I 0 A_JumpIfInTargetInventory("OilCheck",1,"Slide2")
goto Spawn2
Slide2:
TNT1 A 2 A_GiveToTarget("OilSledFlag",5)
stop
NewShot:
OILA I 0 A_SpawnItemEx("OilSpill",0,0,0,momx,momy,momz,0,9)
Goto Death 
Death:
TNT1 A 0
stop
}
}

actor OilSpillBlobX : OilSpillBlob{ Height 5 Radius 8 Damage (4) Scale 2.0
States
{
SpawnFlame:
OILA I 0 A_ChangeFlag("NOPAIN",1)
OILA I 1 A_SpawnItemEx("OilSpillFlameX",0,0,0,0,0,0,0,1)
OILA I 0 A_Jump(256,"Death")
stop
Slide:
OILA I 0
OILA I 0 A_JumpIfInTargetInventory("OilCheck",1,"Slide2")
goto Spawn2
Slide2:
TNT1 A 2 A_GiveToTarget("OilSledFlag",3)
stop
NewShot:
OILA I 0 A_SpawnItemEx("OilSpillX",0,0,0,momx,momy,momz,0,9)
Goto Death}}

actor OilBlobFlameB
{
PROJECTILE
-NOGRAVITY
+NODAMAGETHRUST
+NOBLOOD
+DOOMBOUNCE
+DONTSPLASH
+FLOORHUGGER
+DONTBLAST
Damage (35)
damagetype "OilFlame"
Obituary "$OB_OILSLIDER2"
+THRUSPECIES
Species "OilThing"
Height 32
Radius 8
scale 2.5
mass 99999
reactiontime 100
States
{
Spawn:
OILA B 0 
OILA B 0 A_ChangeFlag("DOOMBOUNCE",0)
OILA B 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
OILA BC 3 A_CountDown
goto Spawn+3
Death: 
TNT1 A 1
stop
}
}

actor OilSpillFlame : OilBlobFlameB
{
Damage (15)
Height 36
Radius 12
reactiontime 75
States
{
Spawn:
OILA K 0
OILA K 0 A_ChangeFlag("DOOMBOUNCE",0)
OILA K 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
OILA KL 3 A_CountDown
goto Spawn+3
}
}

actor OilSpillFlameX : OilSpillFlame{Damage (15) Height 30 Radius 8 Scale 2.0 reactiontime 50}



actor SliderDamagerB : BasicExplosion
{
damagetype "OilSlider"
Obituary "$OB_OILSLIDER"
States
{
Spawn:
TNT1 A 0//98
TNT1 A 1 A_Explode(12,80,0,0,8)
stop
}
}

actor SliderDamagerBX : SliderDamagerB
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(3,96,0,0,8)
stop
}
}

actor OilSliderBShot
{
Translation "198:198=78:78"
PROJECTILE
damagetype "OilSlider"
Obituary "$OB_OILBLOB"
-NOGRAVITY
+NOEXPLODEFLOOR
+THRUSPECIES
+DONTREFLECT
Species "OilThing"
damage (14)
Radius 12
Height 16
speed 20
scale 2.5
States
{
Spawn:
OILA F 0
OILA F 0 A_PlaySoundEx("weapon/OilSlider","Weapon")
OILA FFFFFF 1 ThrustThingZ(0,0,0,1)
loop
Death:
TNT1 A 1 A_StopSound(1)
stop
}
}

actor OilSliderBShotB : OilSliderBShot{translation "198:198=74:74"}
actor OilSliderBShotR : OilSliderBShot{translation "198:198=41:41"}
actor OilSliderBShotO : OilSliderBShot{translation "198:198=128:128"}
actor OilSliderBShotP : OilSliderBShot{translation "198:198=232:232"}




actor OilmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("OilShotB",0,1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("OilShotBB",0,1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("OilShotBR",0,1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("OilShotBO",0,1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("OilShotBP",0,1,-8,0)
goto Done
}
}

actor OilmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("OilShot2",random(-3,3),1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("OilShot2B",random(-3,3),1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("OilShot2R",random(-3,3),1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("OilShot2O",random(-3,3),1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("OilShot2P",random(-3,3),1,-8,0)
goto Done
}
}

actor OilmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("OilShot3",random(-6,6),1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("OilShot3B",random(-6,6),1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("OilShot3R",random(-6,6),1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("OilShot3O",random(-6,6),1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("OilShot3P",random(-6,6),1,-8,0)
goto Done
}
}


actor OilmanAlt1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("OilSpill",random(-4,4),1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("OilSpillB",random(-4,4),1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("OilSpillR",random(-4,4),1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("OilSpillO",random(-4,4),1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("OilSpillP",random(-4,4),1,-8,0)
goto Done
}
}

actor OilmanAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("OilSpillX",random(-4,4),1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("OilSpillXB",random(-4,4),1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("OilSpillXR",random(-4,4),1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("OilSpillXO",random(-4,4),1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("OilSpillXP",random(-4,4),1,-8,0)
goto Done
}
}
