actor TimeSlowBoss : BaseMM8BDMWep_CBM
{
dropitem "TimeSlowWepCDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "$OB_TIMEARROW"
weapon.ammotype "TimeClassAmmo"
+WEAPON.NOAUTOAIM
inventory.icon "Tim1Icon"
states
{
Spawn:
C_01 G 1
loop
//SLOT A 1
Ready:
TIMA B 0 ACS_ExecuteAlways(998,0,726)
TIMA B 0 ACS_ExecuteAlways(991,0,726)
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Ready2")
TIMA A 8 A_WeaponReady(WRF_NOSECONDARY)
TIMA B 0 A_JumpIfInventory("PowerTimeB",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
goto Ready+2
Ready2:
TIMA A 1 A_WeaponReady
loop
Deselect:
TNT1 A 0// A_SelectWeapon("TimeSlowerBoss")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TIMA A 1 A_Raise
Loop
Fire:
TIMA B 0 A_PlaySoundEx("weapon/timeshot","Weapon")
TIMA B 0 A_GiveInventory("TimemanMain1_CI",1)
//TIMA B 0 A_TakeInventory("TimeCharge",999)
TIMA B 10
TIMA A 5
TIMA B 0 A_JumpIfInventory("PowerTimeB",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_Refire
goto Ready+2

AltFire:
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Slow")
goto Ready+2
Slow:
TIMA B 0 A_TakeInventory("TimeClassAmmo",42)
TIMA C 0 A_ChangeFlag("NONSHOOTABLE",1)
TIMA C 0 A_ChangeFlag("NORADIUSDMG",1)
TIMA C 0 A_GiveInventory("IsInvunFlag",1)
TIMA C 0 A_GiveInventory("PowerTimeC",1)
TIMA C 1 A_GiveInventory("PowerTimeB",1)
//TIMA A 0 A_TakeInventory("TimeCharge",999)
TIMA DDDD 1
TIMA D 0 A_PlaySoundEx("weapon/slow","SoundSlot7")
TIMA D 1 A_SetBlend(purple,0.85,5)
TIMA D 1 A_GiveInventory("TimemanAlt_CI",1)
TIMA DDDD 1
TIMA C 0 A_TakeInventory("IsInvunFlag",1)
TIMA C 0 A_ChangeFlag("NONSHOOTABLE",0)
TIMA C 0 A_ChangeFlag("NORADIUSDMG",0)
TIMA C 5
goto Ready+2
NoAmmo:
TIMA A 0
//TIMA A 1 ACS_Execute(979,0)
goto Ready+2
}
}


actor TimeSlowerBoss : BaseMM8BDMWep_CBM
{
dropitem "TimeSlowWepCDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Weapon.SlotNumber 2
Obituary "$OB_TIMEARROW"
weapon.ammotype "TimeClassAmmo"
inventory.icon "Tim2Icon"
states
{
Spawn:
C_01 G 1
loop
//SLOT A 1
Ready:
TIMA B 0 ACS_ExecuteAlways(998,0,726)
TIMA B 0 ACS_ExecuteAlways(991,0,726)
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Ready2")
TIMA C 8 A_WeaponReady(WRF_NOSECONDARY)
TIMA B 0 A_JumpIfInventory("PowerTimeB",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
goto Ready+2
Ready2:
TIMA C 1 A_WeaponReady
loop
Deselect:
TNT1 A 0// A_SelectWeapon("TimeSlowBoss")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TIMA C 1 A_Raise
Loop
Fire:
TIMA D 0 A_PlaySoundEx("weapon/timeshot","Weapon")
TIMA D 0 A_JumpIfInventory("TimeFlag",1,"Fire2")
TIMA D 0 A_GiveInventory("TimeFlag",1)
TIMA D 0 A_GiveInventory("TimemanMain2_CI",1)
goto FireEnd
Fire2:
TIMA D 0 A_TakeInventory("TimeFlag",9)
TIMA D 0 A_GiveInventory("TimemanMain3_CI",1)
goto FireEnd
FireEnd:
TIMA D 10
TIMA C 5
TIMA B 0 A_JumpIfInventory("PowerTimeB",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_Refire
goto Ready+2

AltFire:
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Slow")
goto Ready+2
Slow:
TIMA A 0 A_TakeInventory("TimeClassAmmo",42)
TIMA A 0 A_ChangeFlag("NONSHOOTABLE",1)
TIMA A 0 A_ChangeFlag("NORADIUSDMG",1)
TIMA A 0 A_GiveInventory("IsInvunFlag",1)
TIMA A 0 A_GiveInventory("PowerTimeC",1)
TIMA A 1 A_GiveInventory("PowerTimeB",1)
TIMA BBBB 1
TIMA B 0 A_PlaySoundEx("weapon/slow","SoundSlot7")
TIMA B 1 A_SetBlend(purple,0.85,5)
TIMA B 1 A_GiveInventory("TimemanAlt_CI",1)
TIMA BBBB 1
TIMA A 0 A_TakeInventory("IsInvunFlag",1)
TIMA A 0 A_ChangeFlag("NONSHOOTABLE",0)
TIMA A 0 A_ChangeFlag("NORADIUSDMG",0)
TIMA A 5
goto Ready+2
NoAmmo: 
//TIMA C 1 ACS_Execute(979,0)
goto Ready+2
}
}

actor TimeClassAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 42
+INVENTORY.IGNORESKILL
}

actor TimeFlag : OnceC{}

actor TimeArrow
{
Translation "192:192=65:65", "198:198=61:61"
PROJECTILE
Damage (13)
Height 7
Radius 6
+FORCEXYBILLBOARD
//+RIPPER
Scale 2.5
speed 32
Obituary "$OB_TIMEARROW"
damagetype "ClassPainLess"
//damagetype "TimeArrow"
States
{
Spawn:
SLOT EEI 3 //ACS_Execute(979,0)
loop
}
}

actor TimeManArrow : TimeArrow{speed 40 Damage (11)}

actor TimeManArrowB : TimeManArrow{translation "192:192=205:205", "198:198=74:74"}
actor TimeManArrowR : TimeManArrow{translation "192:192=171:171", "198:198=41:41"}
actor TimeManArrowO : TimeManArrow{translation "192:192=104:104", "198:198=128:128"}
actor TimeManArrowP : TimeManArrow{translation "192:192=229:229", "198:198=232:232"}


actor TimeArrowSlow : TimeManArrow{Damage (7) +RIPPER speed 15}

actor TimeArrowSlowB : TimeManArrowB{Damage (7) +RIPPER speed 15}
actor TimeArrowSlowR : TimeManArrowR{Damage (7) +RIPPER speed 15}
actor TimeArrowSlowO : TimeManArrowO{Damage (7) +RIPPER speed 15}
actor TimeArrowSlowP : TimeManArrowP{Damage (7) +RIPPER speed 15}

actor TimeArrowFast : TimeManArrow{Damage (9) +RIPPER speed 64}

actor TimeArrowFastB : TimeManArrowB{Damage (9) +RIPPER speed 64}
actor TimeArrowFastR : TimeManArrowR{Damage (9) +RIPPER speed 64}
actor TimeArrowFastO : TimeManArrowO{Damage (9) +RIPPER speed 64}
actor TimeArrowFastP : TimeManArrowP{Damage (9) +RIPPER speed 64}

actor TimeManSlow : BasicExplosion
{
Translation "192:192=65:65", "198:198=61:61"
damagetype "TimeSlow"
Obituary "$OB_TIMESLOW"
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(14,768,0,0,16)
X_1G EFGHIJKLMNEFGHIJKLMN 1
stop
}
}

actor TimeManSlowB : TimeManSlow{translation "192:192=205:205", "198:198=74:74"}
actor TimeManSlowR : TimeManSlow{translation "192:192=171:171", "198:198=41:41"}
actor TimeManSlowO : TimeManSlow{translation "192:192=104:104", "198:198=128:128"}
actor TimeManSlowP : TimeManSlow{translation "192:192=229:229", "198:198=232:232"}

actor PowerTimeC : PowerSpeed
{
powerup.duration 10
Speed 2.5
}

actor PowerTimeB : PowerFrightener
{
powerup.duration 215
Inventory.Icon "TIMICON"
Speed 1.0
}

actor TimemanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("TimeManArrow",-7,0,8,0)
TNT1 A 0 A_FireCustomMissile("TimeManArrow",7,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("TimeManArrowB",-7,0,8,0)
TNT1 A 0 A_FireCustomMissile("TimeManArrowB",7,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("TimeManArrowR",-7,0,8,0)
TNT1 A 0 A_FireCustomMissile("TimeManArrowR",7,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("TimeManArrowO",-7,0,8,0)
TNT1 A 0 A_FireCustomMissile("TimeManArrowO",7,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("TimeManArrowP",-7,0,8,0)
TNT1 A 0 A_FireCustomMissile("TimeManArrowP",7,0,8,0)
goto Done
}
}

actor TimemanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("TimeArrowSlow",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("TimeArrowSlowB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("TimeArrowSlowR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("TimeArrowSlowO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("TimeArrowSlowP",0,0,8,0)
goto Done
}
}

actor TimemanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("TimeArrowFast",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("TimeArrowFastB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("TimeArrowFastR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("TimeArrowFastO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("TimeArrowFastP",0,0,8,0)
goto Done
}
}

actor TimemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("TimeManSlow",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("TimeManSlowB",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("TimeManSlowR",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("TimeManSlowO",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("TimeManSlowP",0,1,0,0)
goto Done
}
}
