actor BassBusterC : BassBuster
{
dropitem "JetUpgradeGiverDropped"
States
{
Spawn:
C_00 F 1
loop
Ready:
BASB B 0 A_JumpIfInventory("Once",1,"Ready2")
BUST B 0 ACS_ExecuteAlways(981,0,0)
BASB B 0 A_GiveInventory("Once",1)
Goto Ready2
Ready2:
BASB B 0 ACS_ExecuteAlways(998,0,705)
NEDR A 0 A_GiveInventory("AdapterFlag")
BASB B 1 A_WeaponReady
Goto Ready2+2
Deselect:
BASB B 0 //A_TakeInventory("Once",1)
NEDR A 0 A_TakeInventory("BassDash",1)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BASB B 1 A_Lower
Loop
Fire:
BASB B 0 //SetPlayerProperty(0,1,0)
BASB B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
//BASB B 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)
BASB B 0 A_GiveInventory("BassMain_CI",1)
BASB CCD 1
BASB B 1
BASB B 0 A_Refire
BASB B 0 //SetPlayerProperty(0,0,0)
goto Ready2+2
Hold:
Goto Fire
Altfire:

BASB B 0 A_JumpIfInventory("BassUpgradeFlag",1,"SlideSlide")
BASB B 0 A_JumpIf(z-floorz==0,"SlideSlide") //A_JumpIf(momz==0, "SlideSlide")
goto Ready2+2
SlideSlide:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 //ACS_ExecuteAlways(191,0,5)
BASD B 2 A_GiveInventory("CopySlidePickup",1)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SetPlayerProperty(0,0,0)
BASD C 5 //ACS_ExecuteAlways(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready2+2
NoAmmo:
BASB B 1 ACS_Execute(979,0)
Goto Ready2+2
}
}




actor BassShot2 : BassShot
{
damage (5)
speed 70
}

actor BassShotB : BassShot
{
Translation "204:204=215:215"
States
{
Spawn:
TNT1 A 1
BASB T 1
Goto Spawn+1
Death:
BASB T 1
stop
}
}

actor BassShotBB : BassShotB{translation "204:204=205:205"}
actor BassShotBR : BassShotB{translation "204:204=171:171"}
actor BassShotBO : BassShotB{translation "204:204=104:104"}
actor BassShotBP : BassShotB{translation "204:204=229:229"}


actor NoJump : Inventory
{
inventory.amount 1
inventory.maxamount 1
}


actor JumpCount : Inventory
{
inventory.amount 1
inventory.maxamount 30
}


actor Jumping : CustomInventory
{
States
{
Pickup:
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0
TNT1 A 0 A_ChangeVelocity(momx,momy,10.0,CVF_REPLACE)
TNT1 A 0 A_GiveInventory("JumpCancler",1)
TNT1 A 1
stop
stop
}
}

actor BassMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BassShotB",random(-3,3),0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BassShotBB",random(-3,3),0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BassShotBR",random(-3,3),0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BassShotBO",random(-3,3),0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BassShotBP",random(-3,3),0,8,0)
goto Done
}
}