actor PowerFistC : BaseMM8BDMWep_CBM
{
dropitem "PowerUpgradeGiverDropped"
weapon.preferredskin "Power-Megaman"
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "$OB_POWERADAPTOR"
Obituary "%o was punched by %k's Power Fist."
weapon.ammotype "PowerMeter"
States
{
Spawn:
C_00 B 1
loop
Ready:
POWA A 0 A_JumpIfInventory("BusterGiven",1,"TakeBusters")
Goto Ready2
TakeBusters:
POWA A 0 A_GiveInventory("TakeBusterC", 1)
Goto Ready2
Ready2:
POWA A 0 ACS_ExecuteAlways(998,0,680)
POWA A 1 A_WeaponReady
Goto Ready2+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
POWA A 1 A_Lower
POWA A 0
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
POWA A 1 A_Raise
POWA A 1
Loop
Fire:
PROC D 0 A_TakeInventory("PowerMeter",999)
POWA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
POWA F 3
POWA I 3
POWA A 0 A_GiveInventory("PowerMegaMain_CI",1)
POWA A 1
POWA B 0 A_Refire
goto Ready2+1
Hold:
POWA A 0 A_JumpIfInventory("PowerMeter",32,"Charge2")
POWA A 0 A_JumpIfInventory("PowerMeter",18,"Charge")
POWA B 1 A_GiveInventory("PowerMeter",1)
POWA A 0 A_Refire
Goto Ready2+1
Charge:
POWA A 0 A_JumpIfInventory("PowerMeter",32,"Charge2")
POWA A 0 A_JumpIfInventory("PowerMeter",19,"Charge1")
POWA A 0 A_PlaySoundEx("weapon/coilstart","Weapon")
Goto Charge1
Charge1:
POWA A 0 A_JumpIfInventory("PowerMeter",32,"Charge2")
POWA A 0 
POWA A 0 ACS_ExecuteAlways(998,0,681,1)
POWA B 1 A_GiveInventory("PowerMeter",1)
POWA A 0 ACS_ExecuteAlways(998,0,682,5)
POWA C 1
POWA A 0 A_Refire
Goto Fire2
Charge2:
POWA A 0 A_PlaySoundEx("weapon/coilcharge","Weapon")
POWA D 1 ACS_ExecuteAlways(998,0,683,6)
POWA E 2 ACS_ExecuteAlways(998,0,684,7)
POWA A 0 A_Refire
Goto Fire3
Fire2:
PROC J 0 ACS_ExecuteAlways(991,0,680)
PROC D 0 A_TakeInventory("PowerMeter",999)
POWA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
POWA F 2
POWA I 2
POWA A 0 A_GiveInventory("PowerMegaMain2_CI",1)
POWA A 1
POWA B 0 A_Refire
goto Ready2+1
Fire3:
PROC J 0 ACS_ExecuteAlways(991,0,680)
PROC D 0 A_TakeInventory("PowerMeter",999)
POWA A 0 A_PlaySoundEx("weapon/napalm","Weapon")
POWA F 2
POWA I 2 
POWA A 0 A_GiveInventory("PowerMegaMain3_CI",1)
POWA A 1
POWA B 0 A_Refire
goto Ready2+1
}
}

actor PowerMeter : Ammo
{
inventory.amount 1
inventory.maxamount 32
+INVENTORY.IGNORESKILL
}

actor PowerShot
{
Translation "204:204=210:210"
PROJECTILE
damagetype "Buster"
Obituary "$OB_POWERADAPTOR"
Speed 32
Damage (20)
radius 5
height 5
scale 2.5
States
{
Spawn:
POWW AB 15
POWW A 0 A_Stop
POWW CDEFG 3
stop
Death:
POWW CDEFG 3
stop
XDeath:
Crash:
TNT1 A 1
stop
}
}

actor PowerShotB : PowerShot{translation "204:204=205:205"}
actor PowerShotR : PowerShot{translation "204:204=171:171"}
actor PowerShotO : PowerShot{translation "204:204=104:104"}
actor PowerShotP : PowerShot{translation "204:204=229:229"}

actor PowerShot2
{
Translation "204:204=210:210"
PROJECTILE
damagetype "Buster"
Obituary "$OB_POWERADAPTOR"
Speed 32
Damage (35)
radius 10
height 10
scale 2.5
States
{
Spawn:
POWW IH 7
POWW A 0 A_Stop
POWW CDEFG 3
stop
Death:
POWW CDEFG 3
stop
XDeath:
Crash:
TNT1 A 1
stop
}
}

actor PowerShot2B : PowerShot2{translation "204:204=205:205"}
actor PowerShot2R : PowerShot2{translation "204:204=171:171"}
actor PowerShot2O : PowerShot2{translation "204:204=104:104"}
actor PowerShot2P : PowerShot2{translation "204:204=229:229"}

actor PowerShot3
{
Translation "204:204=210:210"
PROJECTILE
damagetype "Buster"
Obituary "$OB_POWERADAPTOR"
Speed 12
Damage (70)
radius 20
height 20
scale 2.5
States
{
Spawn:
POWW CDEFG 3
stop
}
}

actor PowerShot3B : PowerShot3{translation "204:204=205:205"}
actor PowerShot3R : PowerShot3{translation "204:204=171:171"}
actor PowerShot3O : PowerShot3{translation "204:204=104:104"}
actor PowerShot3P : PowerShot3{translation "204:204=229:229"}

actor PowerAdaptor
{
-SOLID
+NOGRAVITY
+NOBLOCKMAP
+FIXMAPTHINGPOS
Height 6
Radius 6
+MISSILE
damage 0
scale 2.5
+CLIENTSIDEONLY
+DONTREFLECT
+DONTBLAST
//+NOINTERACTION
States
{
Spawn:
TNT1 A 0
POAD A 2
stop
}
}

actor PowerMegaMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PowerShot",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PowerShotB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PowerShotR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PowerShotO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PowerShotP",0,0,8,0)
goto Done
}
}

actor PowerMegaMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PowerShot2",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PowerShot2B",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PowerShot2R",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PowerShot2O",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PowerShot2P",0,0,8,0)
goto Done
}
}

actor PowerMegaMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PowerShot3",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PowerShot3B",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PowerShot3R",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PowerShot3O",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PowerShot3P",0,0,8,0)
goto Done
}
}
