//These are WepC versions of the core Weapons, AltFire's are given to the core weapons to allow sliding.

//There are other edits to certain weapons

//The following weapons have SPREADRUNE related changes to work correctly.
//ThunderBeam, RainFlush, IceWall, TornadoBlow, BlackHoleBomb, Sakugarne

//The following weapons have SPREADRUNE related changes to weaken them.
//MagnetMissile, DiveMissile, HomingSniper, HornetChaser

actor TimeStopperGiverC : TimeStopperGiver replaces TimeStopperGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TimeStopperWepC",1)
stop
}
}

actor FlashStopperGiverC : FlashStopperGiver replaces FlashStopperGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FlashStopperWepC",1)
stop
}
}

actor SkullBarrierGiverC : SkullBarrierGiver replaces SkullBarrierGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SkullBarrierWepC",1)
stop
}
}

actor SakugarneGiverC : SakugarneGiver replaces SakugarneGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons",1,2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SakugarneWepC",1)
stop
}
}

//MM1//MM1//MM1//MM1//MM1//MM1
//MM1//MM1//MM1//MM1//MM1//MM1
actor RollingCutterWepC : RollingCutterWep //replaces RollingCutterWep
{
dropitem "RollingCutterWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SuperArmWepC : SuperArmWep //replaces SuperArmWep
{
dropitem "SuperArmWepCDropped"
Weapon.AmmoUse2 4
Weapon.AmmoType2 "SuperArmAmmo"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
TNT1 A 0 A_JumpIfInventory("SuperArmTemp",1,"Throw")
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor IceSlasherWepC : IceSlasherWep //replaces IceSlasherWep
{
dropitem "IceSlasherWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor HyperBombWepC : HyperBombWep //replaces HyperBombWep
{
dropitem "HyperBombWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor FireStormWepC : FireStormWep //replaces FireStormWep
{
dropitem "FireStormWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor ThunderBeamWepC : ThunderBeamWep //replaces ThunderBeamWep
{
dropitem "ThunderBeamWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
THUN H 0 A_JumpIfNoAmmo("NoAmmo")
THUN H 0 A_PlaySoundEx("weapon/thunderbeam","Weapon")
//
THUN H 0 A_SpawnItemEx("ThunderBeam",0,8,32,cos(pitch)*30,0,sin(-pitch)*30,45)
THUN H 0 A_SpawnItemEx("ThunderBeam",0,8,32,cos(pitch)*30,0,sin(-pitch)*30,-45)
THUN H 0 A_SpawnItemEx("ThunderBeam",cos(pitch)*8,0,32,cos(pitch)*30,0,sin(-pitch)*30,-45)
THUN H 0 A_SpawnItemEx("ThunderBeam",cos(pitch)*8,0,32,cos(pitch)*30,0,sin(-pitch)*30,-135)
THUN H 0 A_SpawnItemEx("ThunderBeam",cos(pitch)*-8,0,32,cos(pitch)*30,0,sin(-pitch)*30,45)
THUN H 0 A_SpawnItemEx("ThunderBeam",cos(pitch)*-8,0,32,cos(pitch)*30,0,sin(-pitch)*30,135)
goto "Super::Fire+2"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor TimeSlowWepC : TimeSlowWep //replaces TimeSlowWep
{
dropitem "TimeSlowWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor OilSliderWepC : OilSliderWep //replaces OilSliderWep
{
dropitem "OilSliderWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Slide:
OILL A 0 SetPlayerProperty(0, 1, 0)
OILL A 0 A_TakeInventory("OilSliderFlag",1)
OILL A 0 A_JumpIfInventory("IsUnderWater", 1, "UnderWater")
OILL A 0 A_JumpIfInventory("PowerFlood", 1, "UnderWater")
Goto SlideContinue
Altfire:
OILL A 0 A_JumpIfInventory("OilCheck",1,"SlideBegin")
OILL A 0 A_JumpIfInventory("OilBoat",1,"OilPogo")
goto AltFireS
ReadyC:
Goto Ready+2
}
}

//MM2//MM2//MM2//MM2//MM2//MM2
//MM2//MM2//MM2//MM2//MM2//MM2
actor MetalBladeWepC : MetalBladeWep //replaces MetalBladeWep
{
dropitem "MetalBladeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor AirShooterWepC : AirShooterWep //replaces AirShooterWep
{
dropitem "AirShooterWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor BubbleLeadWepC : BubbleLeadWep //replaces BubbleLeadWep
{
dropitem "BubbleLeadWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor QuickBoomerangWepC : QuickBoomerangWep //replaces QuickBoomerangWep
{
dropitem "QuickBoomerangWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor CrashBombWepC : CrashBombWep //replaces CrashBombWep
{
dropitem "CrashBombWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor TimeStopperWepC : TimeStopperWep //replaces TimeStopperWep
{
dropitem "TimeStopperWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor AtomicFireWepC : AtomicFireWep //replaces AtomicFireWep
{
dropitem "AtomicFireWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Hold2:
HEAT G 0 A_JumpIfInventory("WeaponCharge",40,"Hold3")
HEAT G 0 //A_StopSoundEx("Weapon") 
HEAT G 0 A_PlaySoundEx("weapon/heat1","Weapon",1,0)
HEAT H 1 ACS_ExecuteAlways(998,0,60,5)
HEAT G 0 ACS_ExecuteAlways(998,0,3,1)
HEAT G 1 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire1
Hold3:
HEAT G 0 A_JumpIfInventory("WeaponCharge",70,"Hold4")
HEAT G 0 //A_StopSoundEx("Weapon") 
HEAT G 0 A_PlaySoundEx("weapon/heat2","Weapon",1,0)
HEAT I 1 ACS_ExecuteAlways(998,0,61,6)
HEAT G 1 ACS_ExecuteAlways(998,0,3,1)
HEAT G 0 A_GiveInventory("WeaponCharge",1)
HEAT G 0 A_Refire
Goto Fire2

Hold4:
HEAT G 0 //A_StopSoundEx ("Weapon")
HEAT G 0 A_PlaySoundEx("weapon/heat3","Weapon",1,0)
HEAT J 1 ACS_ExecuteAlways(998,0,62,7)
HEAT G 1 ACS_ExecuteAlways(998,0,3,1)
HEAT G 0 A_JumpIfInventory("IsBot",1,"BotFire")
HEAT G 0 A_Refire
Goto Fire3

Fire3:
HEAT G 0// A_StopSoundEx ("Weapon") 
HEAT G 0 A_TakeInventory("WeaponCharge",500)
HEAT G 0 A_ClearRefire
HEAT G 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAT G 0 A_JumpIfInventory("AtomicFireAmmo",14,"Fire3r")
HEAT G 0 A_JumpIfInventory("AtomicFireAmmo",5,"Fire2r")
HEAT G 0 A_TakeInventory("AtomicFireAmmo",2)
HEAT G 0 A_FireCustomMissile("AtomicFire1",0,0,8,0)
HEAT KL 3
HEAT G 3
Goto Ready+1
Fire3r:
HEAT G 0 A_TakeInventory("AtomicFireAmmo",14)
HEAT G 0 A_FireCustomMissile("AtomicFire3",0,0,8,0)
HEAT G 0 ACS_ExecuteAlways(991,0,3)
HEAT KL 3
HEAT G 4
Goto Ready+1

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor LeafShieldWepC : LeafShieldWep //replaces LeafShieldWep
{
dropitem "LeafShieldWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
LEAF A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MM3//MM3//MM3//MM3//MM3//MM3
//MM3//MM3//MM3//MM3//MM3//MM3
actor NeedleCannonWepC : NeedleCannonWep //replaces NeedleCannonWep
{
dropitem "NeedleCannonWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor MagnetMissileWepC : MagnetMissileWep //replaces MagnetMissileWep
{
dropitem "MagnetMissileWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
MAGG C 0 A_JumpIfNoAmmo("NoAmmo")
MAGG C 0 A_PlaySoundEx("weapon/magnetmissile","Weapon")
MAGG C 0 A_FireCustomMissile("MagnetMissileSpread",0,1,8,0)
goto "Super::Fire+3"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor GeminiLaserWepC : GeminiLaserWep //replaces GeminiLaserWep
{
dropitem "GeminiLaserWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor HardKnuckleWepC : HardKnuckleWep //replaces HardKnuckleWep
{
dropitem "HardKnuckleWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor TopSpinWepC : TopSpinWep //replaces TopSpinWep
{
dropitem "TopSpinWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SearchSnakeWepC : SearchSnakeWep //replaces SearchSnakeWep
{
dropitem "SearchSnakeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SparkShockWepC : SparkShockWep //replaces SparkShockWep
{
dropitem "SparkShockWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready2
}
}

actor ShadowBladeWepC : ShadowBladeWep //replaces ShadowBladeWep
{
dropitem "ShadowBladeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MM4//MM4//MM4//MM4//MM4//MM4
//MM4//MM4//MM4//MM4//MM4//MM4
actor FlashStopperWepC : FlashStopperWep //replaces FlashStopperWep
{
dropitem "FlashStopperWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor RainFlushWepC : RainFlushWep //replaces RainFlushWep
{
dropitem "RainFlushWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
TOAH A 0 A_JumpIfNoAmmo("NoAmmo")
TOAH A 0 A_FireCustomMissile("RainFlushPod",0,1,0,0)
TOAH A 0 A_SpawnItemEx("RainFlush",0,0,0)
TOAH A 0 A_SpawnItemEx("RainFlush",0,0,0,0,0,0,15)
TOAH A 0 A_SpawnItemEx("RainFlush",0,0,0,0,0,0,-15)
goto "Super::Fire+3"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor DrillBombWepC : DrillBombWep //replaces DrillBombWep
{
dropitem "DrillBombWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor PharaohShotWepC : PharaohShotWep //replaces PharaohShotWep
{
dropitem "PharaohShotWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor RingBoomerangWepC : RingBoomerangWep //replaces RingBoomerangWep
{
dropitem "RingBoomerangWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor DustCrusherWepC : DustCrusherWep //replaces DustCrusherWep
{
dropitem "DustCrusherWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor DiveMissileWepC : DiveMissileWep //replaces DiveMissileWep
{
dropitem "DiveMissileWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
AIRS D 0 A_JumpIfNoAmmo("NoAmmo")
AIRS D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
AIRS D 0 A_FireCustomMissile("DiveMissileSpread",0,1,8,0)
goto "Super::Fire+3"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SkullBarrierWepC : SkullBarrierWep //replaces SkullBarrierWep
{
dropitem "SkullBarrierWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Ready:
SKLA A 0 ACS_ExecuteAlways(998,0,34)
SKLA A 0 A_JumpIfInventory("SkullShieldCheck",1,"ShieldActive")
SKLA A 1 A_WeaponReady
Goto Ready+1

Altfire:
goto AltFireS
ReadyC:
SKLA A 0 A_JumpIfInventory("SkullShieldCheck",1,"ShieldActive")
Goto Ready+1
}
}

//MM5//MM5//MM5//MM5//MM5//MM5
//MM5//MM5//MM5//MM5//MM5//MM5
actor GravityHoldWepC : GravityHoldWep //replaces GravityHoldWep
{
dropitem "GravityHoldWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor WaterWaveWepC : WaterWaveWep //replaces WaterWaveWep
{
dropitem "WaterWaveWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor PowerStoneWepC : PowerStoneWep //replaces PowerStoneWep
{
dropitem "PowerStoneWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor GyroAttackWepC : GyroAttackWep //replaces GyroAttackWep
{
dropitem "GyroAttackWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor StarCrashWepC : StarCrashWep //replaces StarCrashWep
{
dropitem "StarCrashWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
STAA A 0 A_TakeInventory("ShieldCheck",1)
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor ChargeKickWepC : ChargeKickWep //replaces ChargeKickWep
{
dropitem "ChargeKickWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Fire:
CKIC C 0 A_JumpIfNoAmmo("NoAmmo")

CKIC C 0 A_GiveInventory("MegaSlide",1)
CKIC C 0 A_GiveInventory("ProtoSlide",1)
CKIC C 0 A_GiveInventory("BassDash",1)
CKIC C 0 A_GiveInventory("DuoBash",1)

CKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
CKIC C 0 SetPlayerProperty(0,1,0)
CKIC C 2 A_ChangeVelocity(25,0,momz,3)
CKIC B 2 A_FireCustomMissile("ChargeKick",0,1,0,0)
CKIC A 8 SetPlayerProperty(0,0,0)
CKIC B 5
CKIC C 5

CKIC C 0 A_TakeInventory("MegaSlide",1)
CKIC C 0 A_TakeInventory("ProtoSlide",1)
CKIC C 0 A_TakeInventory("BassDash",1)
CKIC C 0 A_GiveInventory("DuoBash",1)

CKIC C 0 A_Refire
Goto Ready+1
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor NapalmBombWepC : NapalmBombWep //replaces NapalmBombWep
{
dropitem "NapalmBombWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor CrystalEyeWepC : CrystalEyeWep //replaces CrystalEyeWep
{
dropitem "CrystalEyeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MM6//MM6//MM6//MM6//MM6//MM6
//MM6//MM6//MM6//MM6//MM6//MM6
actor BlizzardAttackWepC : BlizzardAttackWep //replaces BlizzardAttackWep
{
dropitem "BlizzardAttackWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor CentaurFlashWepC : CentaurFlashWep //replaces CentaurFlashWep
{
dropitem "CentaurFlashWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor FlameBlastWepC : FlameBlastWep //replaces FlameBlastWep
{
dropitem "FlameBlastWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor KnightCrushWepC : KnightCrushWep //replaces KnightCrushWep
{
dropitem "KnightCrushWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor PlantBarrierWepC : PlantBarrierWep //replaces PlantBarrierWep
{
dropitem "PlantBarrierWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
PLAA A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
PLAA A 1 A_GiveInventory("ShieldCheck",1)
goto ShieldActive
ShieldActive:
PLAA B 0 A_GunFlash
PLAA BCDEFGH 2
PLAA A 0 A_JumpIf(ACS_ExecuteWithResult(C_HEALTHACS,1)==0,"Waiting")
Goto Shield
Shield:
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA A 0 HealThing(1)
PLAA A 0 A_JumpIf(ACS_ExecuteWithResult(C_HEALTHACS,1)==0,"Waiting")
PLAA A 0 A_TakeInventory("PlantBarrierAmmo",1)
PLAA AA 1 A_WeaponReady
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA A 0 HealThing(1)
PLAA A 0 A_JumpIf(ACS_ExecuteWithResult(C_HEALTHACS,1)==0,"Waiting")
PLAA AA 1 A_WeaponReady
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA A 0 HealThing(1)
PLAA A 0 A_JumpIf(ACS_ExecuteWithResult(C_HEALTHACS,1)==0,"Waiting")
PLAA AA 1 A_WeaponReady
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA A 0 HealThing(1)
PLAA A 0 A_JumpIf(health>=100,"Waiting")
Loop
Waiting:
PLAA A 1 A_WeaponReady
PLAA A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(C_HEALTHACS,66), "Shield")
PLAA A 0 A_JumpIfInventory("ShieldCheck", 1, "Waiting")
Goto ShieldThrow

Altfire:
PLAA A 0 A_TakeInventory("ShieldCheck",999)
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SilverTomahawkWepC : SilverTomahawkWep //replaces SilverTomahawkWep
{
dropitem "SilverTomahawkWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor WindStormWepC : WindStormWep //replaces WindStormWep
{
dropitem "WindStormWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor YamatoSpearWepC : YamatoSpearWep //replaces YamatoSpearWep
{
dropitem "YamatoSpearWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MM7//MM7//MM7//MM7//MM7//MM7
//MM7//MM7//MM7//MM7//MM7//MM7
actor FreezeCrackerWepC : FreezeCrackerWep //replaces FreezeCrackerWep
{
dropitem "FreezeCrackerWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor JunkShieldWepC : JunkShieldWep //replaces JunkShieldWep
{
dropitem "JunkShieldWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
JARM A 0 A_TakeInventory("ShieldCheck",1)
JARM A 0 A_TakeInventory("BasicArmor",100)
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor DangerWrapWepC : DangerWrapWep //replaces DangerWrapWep
{
dropitem "DangerWrapWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor ThunderBoltWepC : ThunderBoltWep //replaces ThunderBoltWep
{
dropitem "ThunderboltWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor WildCoilWepC : WildCoilWep //replaces WildCoilWep
{
dropitem "WildCoilWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

HoldStart:
WCOI A 0 A_PlaySoundEx("weapon/coilstart", "Weapon")
Goto Hold2
Hold2:
WCOI A 0 A_JumpIfInventory("WeaponCharge",23,"Hold3")
WCOI A 0 A_JumpIfInventory("WeaponCharge",22,"HoldStart2")
WCOI G 1 ACS_ExecuteAlways(998,0,74,5)
WCOI A 1 ACS_ExecuteAlways(998,0,58,1)
WCOI A 0 A_GiveInventory("WeaponCharge",1)
WCOI G 0 A_Refire
Goto Fire1
HoldStart2:
SAPT A 0 ACS_ExecuteAlways(974,0)
WCOI H 0 A_GunFlash
WCOI A 0 A_GiveInventory("WeaponCharge",1)
Goto Hold3
Hold3:
WCOI H 1 ACS_ExecuteAlways(998,0,75,6)
WCOI I 1 ACS_ExecuteAlways(998,0,76,7)
WCOI A 1 ACS_ExecuteAlways(998,0,58,1)
WCOI A 0 A_JumpIfInventory("IsBot",1,"BotFire")
WCOI H 0 A_Refire
Goto Fire2
BotFire:
WCOI A 0 A_Jump(16,"Fire2")
WCOI H 0 A_Refire
Goto Fire2

Altfire:
goto AltFireS
ReadyC:
Goto Ready+2
}
}

actor SlashClawWepC : SlashClawWep //replaces SlashClawWep
{
dropitem "SlashClawWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor NoiseCrushWepC : NoiseCrushWep //replaces NoiseCrushWep
{
dropitem "NoiseCrushWepCDropped"
+WEAPON.ALT_AMMO_OPTIONAL
Weapon.AmmoUse2 2
weapon.ammotype2 "NoiseCrushAmmo"
States
{
Spawn:
TNT1 A 0
stop

Charged:
NCRU L 0 A_GunFlash
NCRU L 0 ACS_ExecuteAlways(998,0,72,6)
NCRU M 1 A_WeaponReady
NCRU L 0 ACS_ExecuteAlways(998,0,73,7)
NCRU N 1 A_WeaponReady
NCRU I 0 ACS_ExecuteAlways(998,0,55,1)
NCRU I 1 A_WeaponReady
Goto Charged+1

Altfire:
NCRU I 0 A_JumpIfInventory("WeaponCharge",1,"Fire2")
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor ScorchWheelWepC : ScorchWheelWep //replaces ScorchWheelWep
{
dropitem "ScorchWheelWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MM8//MM8//MM8//MM8//MM8//MM8
//MM8//MM8//MM8//MM8//MM8//MM8
actor MegaBallWepC : MegaBallWep //replaces MegaBallWep
{
dropitem "MegaBallWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor TornadoHoldWepC : TornadoHoldWep //replaces TornadoHoldWep
{
dropitem "TornadoHoldWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor AstroCrushWepC : AstroCrushWep //replaces AstroCrushWep
{
dropitem "AstroCrushWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Fire:
AHUD A 0 A_JumpIfNoAmmo("NoAmmo")
AHUD B 0
AHUD B 0 A_Stop
AHUD B 0 A_JumpIfInventory("IsFlying", 1, 1)
AHUD B 0 SetPlayerProperty(0,1,3)

TNT1 A 0 A_GiveInventory("SelfTotallyFrozen",1)

AHUD BCDEF 3
TNT1 A 0 A_FireCustomMissile("AstroCrushSpawner",0,1,0,0)
TNT1 A 30 
AHUD B 0 A_JumpIfInventory("IsFlying", 1, 1)
AHUD B 0 SetPlayerProperty(0,0,3)

TNT1 A 0 A_GiveInventory("SelfTotallyUnfrozen",1)

AHUD GH 3
AHUD A 14
AHUD A 0 A_Refire
Goto Ready+1
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor FlameSwordWepC : FlameSwordWep //replaces FlameSwordWep
{
dropitem "FlameSwordWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor ThunderClawWepC : ThunderClawWep //replaces ThunderClawWep
{
dropitem "ThunderClawWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor HomingSniperWepC : HomingSniperWep //replaces HomingSniperWep
{
dropitem "HomingSniperWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
Hold:
HSNI C 0 A_JumpIfNoAmmo("NoAmmo")
HSNI C 0 A_JumpIfInventory("WeaponCharge",18,"Hold1")
HSNI C 1 A_GiveInventory("WeaponCharge",2)
HSNI C 0 A_Refire
Goto Fire1
Hold1:
HSNI C 0 A_JumpIfInventory("WeaponCharge",19,"Charge1")
HSNI C 0 A_PlaySoundEx("weapon/chargeup","Weapon")
HSNI C 2 A_GiveInventory("WeaponCharge",1)
Charge1:
HSNI C 0 A_JumpIfInventory("WeaponCharge",34,"Charge2")
HSNI F 1 ACS_ExecuteAlways(998,0,89,5)
HSNI C 0 ACS_ExecuteAlways(998,0,88,1)
HSNI C 1 A_GiveInventory("WeaponCharge",1)
HSNI C 0 A_Refire
Goto Fire2
Charge2:
HSNI I 1 ACS_ExecuteAlways(998,0,90,6)
HSNI J 1 ACS_ExecuteAlways(998,0,91,7)
HSNI C 1 ACS_ExecuteAlways(998,0,88,1)
HSNI C 0 A_JumpIfInventory("WeaponCharge",35,3)
HSNI C 0 A_GiveInventory("WeaponCharge",1)
HSNI C 0 A_GunFlash
HSNI C 0 A_JumpIfInventory("IsBot",1,"BotFire")
HSNI C 0 A_Refire
Goto Fire3
BotFire:
HSNI C 0 A_Jump(16,"Fire3")
HSNI C 0 A_Refire
Goto Fire3

Fire2:
HSNI C 0 A_TakeInventory("WeaponCharge",500)
HSNI C 0 A_PlaySoundEx("weapon/coilexplode","Weapon")
HSNI C 0 A_JumpIfInventory("HomingSniperAmmo",4,"Fire2r")
Goto Fire1
Fire3:
HSNI C 0 A_TakeInventory("WeaponCharge",500)
HSNI C 0 A_PlaySoundEx("weapon/coilexplode","Weapon")
HSNI C 0 A_JumpIfInventory("HomingSniperAmmo",10,"Fire3r")
HSNI C 0 A_JumpIfInventory("HomingSniperAmmo",4,"Fire2r")
Goto Fire1

Fire1:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"Fire1Spread")
goto "Super::Fire1"
Fire1Spread:
HSNI C 0 A_TakeInventory("WeaponCharge",500)
HSNI C 0 A_PlaySoundEx("weapon/coilexplode","Weapon")
HSNI C 0 A_FireCustomMissile("HomingSniperSpread",0,1,8,0)
goto "Super::Fire1+3"
Fire2r:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"Fire2rSpread")
goto "Super::Fire2r"
Fire2rSpread:
HSNI C 0 A_TakeInventory("HomingSniperAmmo",4)
HSNI C 0 A_FireCustomMissile("HomingSniperSpread",0,0,8,0)
HSNI C 2
HSNI C 0 A_FireCustomMissile("HomingSniperSpread",random(-5,5),0,8,0,0,random(-4,4))
goto "Super::Fire2r+4"
Fire3r:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"Fire3rSpread")
goto "Super::Fire3r"
Fire3rSpread:
HSNI C 0 A_TakeInventory("HomingSniperAmmo",10)
HSNI C 0 A_FireCustomMissile("HomingSniperSpread",0,0,8,0)
HSNI C 2
HSNI C 0 A_FireCustomMissile("HomingSniperSpread",random(-7,7),0,8,0,0,random(-4,4))
HSNI D 2
HSNI D 0 A_FireCustomMissile("HomingSniperSpread",random(-7,7),0,8,0,0,random(-4,4))
HSNI D 2
HSNI D 0 A_FireCustomMissile("HomingSniperSpread",random(-7,7),0,8,0,0,random(-4,4))
HSNI D 2
HSNI C 0 A_FireCustomMissile("HomingSniperSpread",random(-7,7),0,8,0,0,random(-4,4))
goto "Super::Fire3r+10"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor IceWaveWepC : IceWaveWep //replaces IceWaveWep
{
dropitem "IceWaveWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor FlashBombWepC : FlashBombWep //replaces FlashBombWep
{
dropitem "FlashBombWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor WaterBalloonWepC : WaterBalloonWep //replaces WaterBalloonWep
{
dropitem "WaterBalloonWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MMB//MMB//MMB//MMB//MMB//MMB
//MMB//MMB//MMB//MMB//MMB//MMB
actor TenguBladeWepC : TenguBladeWep //replaces TenguBladeWep
{
dropitem "TenguBladeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
DashStart:
TENA E 0 A_GiveInventory("CutterFlag",10)
TENA E 0 A_TakeInventory("TenguBladeAmmo",2)
TENA E 0 A_Recoil(-50)
TENA E 0 A_PlaySoundEx("weapon/tengudash","Weapon")

TNT1 A 0 A_GiveInventory("SelfTotallyFrozen",1)//

TENA E 0 A_ChangeFlag("THRUSPECIES",1)
Goto DashAttack
DashExtend:
TENA E 0 A_GiveInventory("CutterFlag",2)
TENA E 0 A_Stop
TENA E 0 A_SpawnItemEx("TenguDash")
TENA E 0 A_Recoil(-40)
TENA E 0 ThrustThingZ(0,35,0,0)
Goto DashAttack
DashAttack:
TENA E 0 A_Recoil(-1)
TENA E 1 A_SpawnItemEx("TenguDash",48,0,32,momx,momy,momz,0,8) //A_FireCustomMissile("TenguMelee",0,0,11,-8)
TENA E 0 A_TakeInventory("CutterFlag",1)
TENA E 0 A_JumpIfInventory("CutterFlag",1,"DashAttack")
DashFinish:
TENA E 1 A_JumpIf(ACS_ExecuteWithResult(261,64)==1,"DashExtend")

TNT1 A 0 A_GiveInventory("SelfTotallyUnfrozen",1)//

TENA E 0 A_ChangeFlag("THRUSPECIES",0)
TENA E 0 A_ScaleVelocity(0.25)
TENA FG 2
TNT1 A 18 A_TakeInventory("WeaponCharge",999)
TENA A 0 A_Refire
TENA CBA 2
Goto Ready+1
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor CopyVisionWepC : CopyVisionWep //replaces CopyVisionWep
{
dropitem "CopyVisionWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Fire:
COPB A 0 A_JumpIfInventory("CopyVisionFlag",1,"Buster")
COPB A 0 A_JumpIfNoAmmo("NoAmmo")
COPB A 0 A_JumpIfInventory("EvilFistC", 1, "FireBuff")
COPB A 0 A_JumpIfInventory("DocBusterC", 1, "FireBuff")
COPB A 0 A_JumpIfInventory("DuoFistC", 1, "FireBuff")
COPB A 0 A_FireCustomMissile("CopyVisionSpawner",0,0,8,0,0,0)
COPB A 0 A_TakeInventory("CopyVisionAmmo",7)
COPB A 0 A_GiveInventory("CopyVisionFlag",1)
COPB BC 3
COPB A 5 
COPB A 2 A_Refire
Goto Ready+1
FireBuff:
COPB A 0 A_FireCustomMissile("CopyVisionBuffSpawner",0,0,8,0,0,0)
COPB A 0 A_TakeInventory("CopyVisionAmmo",7)
COPB A 0 A_GiveInventory("CopyVisionFlag",1)
COPB BC 3
COPB A 5 
COPB A 2 A_Refire
Goto Ready+1
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor LightningBoltWepC : LightningBoltWep //replaces LightningBoltWep
{
dropitem "LightningBoltWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Fire:
LIBO B 0 A_JumpIfNoAmmo("NoAmmo")
LIBO B 0 A_PlaySoundEx("weapon/lightningbolt","Weapon")
LIBO B 0 A_Stop
LIBO B 0 A_JumpIfInventory("IsFlying", 1, 1)
LIBO B 0 SetPlayerProperty(0,1,3)

TNT1 A 0 A_GiveInventory("SelfTotallyFrozen",1)

LIBO C 2 A_SpawnItemEx("LightningStartFX1",4,0,48)
LIBO D 2 A_SpawnItemEx("LightningStartFX2",4,0,48)
LIBO EF 2
TNT1 A 10
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 0, 1, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 345, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 30, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 315, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 60, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 285, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 90, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 255, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 120, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 225, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 150, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 195, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 180, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 165, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 210, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 135, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 240, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 105, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 270, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 75, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 300, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 45, 0, 8, 0)
TNT1 A 1 A_FireCustomMissile("LightningBoltTracer", 330, 0, 8, 0)
TNT1 A 0 A_FireCustomMissile("LightningBoltTracer2", 15, 0, 8, 0)
TNT1 A 10
LIBO FEDC 2
LIBO B 0 A_JumpIfInventory("IsFlying", 1, 1)
LIBO B 0 SetPlayerProperty(0,0,3)

TNT1 A 0 A_GiveInventory("SelfTotallyUnfrozen",1)

LIBO BBBBBBBBBB 1 A_WeaponReady (WRF_NOFIRE)
LIBO BBBBBBBBBB 1 A_WeaponReady (WRF_NOFIRE)
LIBO B 0 A_Refire
Goto Ready+1
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor IceWallWepC : IceWallWep //replaces IceWallWep
{
dropitem "IceWallWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
ICWL H 0 A_JumpIfNoAmmo("NoAmmo")
ICWL H 0 A_GiveInventory("IceWallFlag",1)
ICWL H 0 A_PlaySoundEx("weapon/icewallspawn","Weapon")
ICWL H 0 A_Stop
//
ICWL H 0 A_SpawnItemEx("IceWallSpawner",64,-32,0,0,0,0,45)
ICWL H 0 A_SpawnItemEx("IceWallSpawner",64,32,0,0,0,0,-45)
goto "Super::Fire+4"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SpreadDrillWepC : SpreadDrillWep //replaces SpreadDrillWep
{
dropitem "SpreadDrillWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor RemoteMineWepC : RemoteMineWep //replaces RemoteMineWep
{
dropitem "RemoteMineWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor WaveBurnerWepC : WaveBurnerWep //replaces WaveBurnerWep
{
dropitem "WaveBurnerWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor MagicCardWepC : MagicCardWep //replaces MagicCardWep
{
dropitem "MagicCardWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MM9//MM9//MM9//MM9//MM9//MM9
//MM9//MM9//MM9//MM9//MM9//MM9
actor ConcreteShotWepC : ConcreteShotWep //replaces ConcreteShotWep
{
dropitem "ConcreteShotWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor TornadoBlowWepC : TornadoBlowWep //replaces TornadoBlowWep
{
dropitem "TornadoBlowWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
TBLH B 0 A_JumpIfNoAmmo("NoAmmo")
TBLH B 2
TBLH A 0 A_PlaySoundEx("weapon/tornadoblow","Weapon")
TBLH A 0 //A_GunFlash // TIME ASS
//

TBLH A 0 A_TakeInventory("TornadoBlowAmmo", 7)
TBLH A 0 A_SpawnItemEx("TornadoBlow",100,100,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",150,50,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",50,150,0)
TBLH AAA 0 A_SpawnItemEx("TornadoDamager")
TBLH C 1 A_GiveInventory("TornadoBlowThrust",1)
TBLH CD 1
TBLH A 0 A_SpawnItemEx("TornadoBlow",-100,100,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",-150,50,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",-50,150,0)
TBLH AAA 0 A_SpawnItemEx("TornadoDamager")
TBLH D 1 A_GiveInventory("TornadoBlowThrust",1)
TBLH EE 1
TBLH A 0 A_SpawnItemEx("TornadoBlow",-100,-100,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",-150,-50,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",-50,-150,0)
TBLH AAA 0 A_SpawnItemEx("TornadoDamager")
TBLH F 1 A_GiveInventory("TornadoBlowThrust",1)
TBLH F 1
TNT1 A 1
TBLH A 0 A_SpawnItemEx("TornadoBlow",100,-100,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",150,-50,0)
TBLH A 0 A_SpawnItemEx("TornadoBlow",50,-150,0)
TBLH AAA 0 A_SpawnItemEx("TornadoDamager")
goto "Super::Fire+17"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor LaserTridentWepC : LaserTridentWep //replaces LaserTridentWep
{
dropitem "LaserTridentWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor PlugBallWepC : PlugBallWep //replaces PlugBallWep
{
dropitem "PlugBallWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor HornetChaserWepC : HornetChaserWep //replaces HornetChaserWep
{
dropitem "HornetChaserWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
HCHS D 0 A_JumpIfNoAmmo("NoAmmo")
HCHS D 0 A_PlaySoundEx("weapon/hornetchaser","Weapon")
HCHS D 0 A_FireCustomMissile("HornetChaserSpread",0,1,8,0)
goto "Super::Fire+3"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor MagmaBazookaWepC : MagmaBazookaWep //replaces MagmaBazookaWep
{
dropitem "MagmaBazookaWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Charge2:
MGHD A 0 A_JumpIfInventory("IsBot", 1, "BotFire")
MGHD B 1 ACS_ExecuteAlways(998,0,192,6)
MGHD A 1 ACS_ExecuteAlways(998,0,191,1)
MGHD A 0 //A_PlaySoundEx("weapon/magmacharge2", "Weapon")
MGHD A 0 A_Refire("Charge2b")
MGHD A 0 A_JumpIfInventory("MagmaBazookaAmmo", 6, "Fire2")
goto Fire
Charge2b:
MGHD C 1 ACS_ExecuteAlways(998,0,193,7)
MGHD A 1 ACS_ExecuteAlways(998,0,191,1)
MGHD A 0 A_Refire("Charge2")
MGHD A 0 A_JumpIfInventory("MagmaBazookaAmmo", 6, "Fire2")
goto Fire

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor BlackHoleBombWepC : BlackHoleBombWep //replaces BlackHoleBombWep
{
dropitem "BlackHoleBombWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
TNT1 A 0 A_JumpIfInventory("RuneSpread",1,"FireSpread")
goto "Super::Fire"
FireSpread:
BHUD A 0 A_JumpIfInventory("BlackHoleBombCooldown", 1, "NoAmmo")
BHUD A 0 A_JumpIfInventory("BlackHoleFlag",1,"Switch")
BHUD A 0 A_JumpIfNoAmmo("NoAmmo")
BHUD A 1
//
BHUD A 0 A_SpawnItemEx("BlackHoleBomb", 0, 8, 32, cos(-pitch)*10, 0, sin(-pitch)*10, 45, SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
BHUD A 0 A_SpawnItemEx("BlackHoleBomb", 0, 8, 32, cos(-pitch)*10, 0, sin(-pitch)*10, -45, SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
goto "Super::Fire+4"

Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor JewelSatelliteWepC : JewelSatelliteWep //replaces JewelSatelliteWep
{
dropitem "JewelSatelliteWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
JEWE J 0 A_JumpIfInventory("JewelShieldCheck",1,"ShieldEnd_CBM")
goto AltFireS
ShieldEnd_CBM:
JEWE J 0 A_ChangeFlag(REFLECTIVE,0)
JEWE J 0 A_ChangeFlag(DONTRIP,0)
JEWE J 0 A_ChangeFlag(CANTSEEK,0)
JEWE J 0 A_ChangeFlag(DEFLECT,0)
JEWE J 0 A_TakeInventory("ShieldCheck",1)
JEWE J 0 A_TakeInventory("JewelShieldCheck",4)
JEWE J 1
goto Ready+1

ReadyC:
Goto Ready+1
}
}

//MM10//MM10//MM10//MM10//MM10
//MM10//MM10//MM10//MM10//MM10
/*
actor TripleBladeWepC : TripleBladeWep //replaces TripleBladeWep
{
dropitem "TripleBladeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}
actor WaterShieldWepC : WaterShieldWep //replaces WaterShieldWep
{
dropitem "WaterShieldWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}
actor CommandoBombWepC : CommandoBombWep //replaces CommandoBombWep
{
dropitem "CommandoBombWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}
actor ChillSpikeWepC : ChillSpikeWep //replaces ChillSpikeWep
{
dropitem "ChillSpikeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}
actor ThunderWoolWepC : ThunderWoolWep //replaces ThunderWoolWep
{
dropitem "ThunderWoolWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}
actor ReboundStrikerWepC : ReboundStrikerWep //replaces ReboundStrikerWep
{
dropitem "ReboundStrikerWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}
actor WheelCutterWepC : WheelCutterWep //replaces WheelCutterWep
{
dropitem "WheelCutterWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}
*/
actor SolarBlazeWepC : SolarBlazeWep //replaces SolarBlazeWep
{
dropitem "SolarBlazeWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//MMK//MMK//MMK//MMK//MMK//MMK
//MMK//MMK//MMK//MMK//MMK//MMK
actor MirrorBusterWepC : MirrorBusterWep //replaces MirrorBusterWep
{
dropitem "MirrorBusterWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}


actor BalladeCrackerWepC : BalladeCrackerWep //replaces BalladeCrackerWep
{
dropitem "BalladeCrackerWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor ScrewCrusherWepC : ScrewCrusherWep //replaces ScrewCrusherWep
{
dropitem "ScrewCrusherWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SakugarneWepC : SakugarneWep //replaces SakugarneWep
{
dropitem "SakugarneWepCDropped"
States
{
Spawn:
TNT1 A 0
stop

Fire:
SAKH A 0 A_JumpIfNoAmmo("NoAmmo")
SAKH A 0 A_JumpIfInventory("IsFlying",1,"NoAmmo")
SAKH A 0 A_JumpIfInventory("SakugarneActive",1,"AirReady")
SAKH A 0 A_JumpIf(z-floorz>0, "NoAmmo")
SAKH A 0 A_GiveInventory("SakugarneActive",1)
SAKH A 0 A_Stop
SAKH A 0 A_PlaySoundEx("weapon/sakugarne","Weapon")
SAKH AAAABBBB 1 A_SpawnItemEx("Sakugarne1",8,0,-52)
SAKH A 0 A_Takeinventory("SakugarneAmmo",1)
SAKH A 0 A_Stop
SAKH A 0 A_ChangeVelocity(17,0,16, CVF_RELATIVE)
SAKH CCCCC 1 A_SpawnItemEx("Sakugarne2",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
Goto Air
Air:
SAKH A 0 A_JumpIfInventory("IsFlying",1,"NoAmmo")
SAKH C 0 A_CheckFloor("Jump")
SAKH C 0 A_SpawnItemEx("Sakugarne2",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
SAKH C 0 A_JumpIfInventory("RuneSpread",1,"AirSpread")
SAKH C 0 A_SpawnItemEx("SakugarneCrush",0,0,-10,0,0,-32)
SAKH C 0 ThrustThingZ(0,1,1,1)
SAKH C 1 A_WeaponReady
loop
AirSpread:
SAKH CCC 0 A_SpawnItemEx("SakugarneCrush",0,0,-10,0,0,-32)
goto Air+5
AirReady:
SAKH A 0 A_JumpIfInventory("IsFlying",1,"NoAmmo")
SAKH C 0 A_SpawnItemEx("Sakugarne2",6,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
SAKH C 0 A_JumpIfInventory("RuneSpread",1,"AirReadySpread")
SAKH C 0 A_SpawnItemEx("SakugarneCrush",0,0,-10,0,0,-32)
SAKH C 0 ThrustThingZ(0,1,1,1)
SAKH C 1 A_CheckFloor("Jump2")
loop
AirReadySpread:
SAKH CCC 0 A_SpawnItemEx("SakugarneCrush",0,0,-10,0,0,-32)
goto AirReady+4
Jump:
SAKH A 0 A_JumpIfInventory("RuneSpread",1,"Jump1Spread")
SAKH A 0 A_SpawnItemEx("SakugarneDriller",0,0,16)
SAKH A 0 A_JumpIfNoAmmo("NoAmmo")
SAKH A 0 A_JumpIfInventory("IsFlying",1,"NoAmmo")
SAKH A 0 A_PlaySoundEx("weapon/sakugarne","Weapon")
SAKH A 0 A_Stop
SAKH AAAA 1 A_SpawnItemEx("Sakugarne1",6,0,-32, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
SAKH A 0 A_Takeinventory("SakugarneAmmo",1)
SAKH A 0 A_Stop
SAKH BBBB 1 A_SpawnItemEx("Sakugarne1",6,0,-32, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
SAKH B 0 A_Stop
SAKH A 0 A_ChangeVelocity(17,0,16, CVF_RELATIVE)
SAKH CCCCC 1 A_SpawnItemEx("Sakugarne2",6,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
Goto Air
Jump1Spread:
SAKH AAA 0 A_SpawnItemEx("SakugarneDriller",0,0,16)
goto Jump+2
Jump2:
SAKH A 0 A_JumpIfInventory("RuneSpread",1,"Jump2Spread")
SAKH A 0 A_SpawnItemEx("SakugarneDriller",0,0,16)
SAKH A 0 A_JumpIfNoAmmo("NoAmmo")
SAKH A 0 A_JumpIfInventory("IsFlying",1,"NoAmmo")
SAKH A 0 A_PlaySoundEx("weapon/sakugarne","Weapon")
SAKH A 0 A_Stop
SAKH AAA 1 A_SpawnItemEx("Sakugarne1",6,0,-32, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
SAKH A 0 A_Takeinventory("SakugarneAmmo",2)
SAKH A 0 A_Stop
SAKH BBB 1 A_SpawnItemEx("Sakugarne1",6,0,-32, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
SAKH B 0 A_Stop
SAKH A 0 A_ChangeVelocity(20,0,21, CVF_RELATIVE)
SAKH CCCCC 1 A_SpawnItemEx("Sakugarne2",6,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)
Goto Air
Jump2Spread:
SAKH AAA 0 A_SpawnItemEx("SakugarneDriller",0,0,16)
goto Jump2+2

Altfire:
SAKH A 0 A_TakeInventory("SakugarneActive",1)
goto AltFireS
ReadyC:
Goto Ready+1
}
}

//CBM//CBM//CBM//CBM//CBM//CBM
//CBM//CBM//CBM//CBM//CBM//CBM
actor TimeBenderWepC : TimeBenderWep //replaces TimeBenderWep
{
dropitem "TimeBenderWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
NoAmmo:
TSTO A 0 A_TakeInventory("TimeBenderWepC",1)
TSTO A 1 ACS_Execute(979,0)
Goto Ready+1
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor FlashBulbWepC : FlashBulbWep //replaces FlashBulbWep
{
dropitem "FlashBulbWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor SkullSniperWepC : SkullSniperWep //replaces SkullSniperWep
{
dropitem "SkullSniperWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor GravitySphereWepC : GravitySphereWep //replaces GravitySphereWep
{
dropitem "GravitySphereWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor DarkShieldWepC : DarkShieldWep //replaces DarkShieldWep
{
dropitem "DarkShieldWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
DKC2 H 0 A_TakeInventory("ShieldCheck",1)
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor CentaurArrowWepC : CentaurArrowWep //replaces CentaurArrowWep
{
dropitem "CentaurArrowWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor DynamoTendrilWepC : DynamoTendrilWep //replaces DynamoTendrilWep
{
dropitem "DynamoTendrilWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor RainbowGalaxyWepC : RainbowGalaxyWep //replaces RainbowGalaxyWep
{
dropitem "RainbowGalaxyWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor BusterRodGWepC : BusterRodGWep //replaces BusterRodGWep
{
dropitem "BusterRodGWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor MegaWaterSWepC : MegaWaterSWep //replaces MegaWaterSWep
{
dropitem "MegaWaterSWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
MWSH M 0 A_JumpIfInventory("ShieldCheck",1,"Finish")
goto AltFireS
ReadyC:
Goto Ready+1
}
}

actor HyperStormHWepC : HyperStormHWep //replaces HyperStormHWep
{
dropitem "HyperStormHWepCDropped"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
goto AltFireS
ReadyC:
Goto Ready+1
}
}

