actor CrashbombBoss : BaseMM8BDMWep_CBM
{
dropitem "CrashBombWepCDropped"
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "$OB_CRASHBOMB"
Inventory.Pickupmessage "Power up! Crash Bomb!"
weapon.ammotype "ClashAmmo"
States
{
Spawn:
C_02 E 1
loop
Ready:
CRAA A 0 ACS_ExecuteAlways(998,0,744)
CRAA A 0
goto Ready1
Ready1:
CRAA A 0 A_JumpIfInventory("ClashAmmo",6,"Ready2")
CRAA A 3 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY)
CRAA A 0 A_GiveInventory("ClashAmmo",1)
loop
Ready2:
CRAA A 0 A_JumpIfInventory("ClashAmmo",7,"Ready3")
CRAA A 3 A_WeaponReady(WRF_NOPRIMARY)
CRAA A 0 A_GiveInventory("ClashAmmo",1)
loop
Ready3:
CRAA A 3 A_WeaponReady
CRAA A 0 A_GiveInventory("ClashAmmo",1)
loop
Deselect:
CRAA A 0 A_GiveInventory("ClashFlag1")
CRAA A 0 A_GiveInventory("ClashFlag2")
CRAA A 0 A_GiveInventory("ClashFlag3")
CRAA A 0 A_GiveInventory("ClashFlag4")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CRAA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CRAA A 1 A_Raise
Loop

Fire:
CRAA A 0 A_JumpIfNoAmmo("NoAmmo")
CRAA A 0 A_JumpIfInventory("IsBot",1,"BotFire")
CRAA A 0 A_PlaySoundEx("weapon/dustbit","Weapon")
CRAA A 0 A_JumpIfInventory("ClashLaunched1",4,"ClashBomb1")
CRAA A 0 A_JumpIfInventory("ClashLaunched2",4,"ClashBomb2")
CRAA A 0 A_JumpIfInventory("ClashLaunched3",4,"ClashBomb3")
CRAA A 0 A_JumpIfInventory("ClashLaunched4",4,"ClashBomb4")
CRAA A 0 A_JumpIfInventory("ClashLaunched1",1,"Bomb2Check")
goto Clashbomb1
Bomb2Check:
CRAA A 0 A_JumpIfInventory("ClashLaunched2", 1, "Bomb3Check")
goto Clashbomb2
Bomb3Check:
CRAA A 0 A_JumpIfInventory("ClashLaunched3", 1, "Bomb4Check")
goto Clashbomb3
Bomb4Check:
CRAA A 0
goto Clashbomb4
ClashBomb1:
CRAA G 0 A_GiveInventory("CrashmanMain1_CI",1)//A_FireCustomMissile("ClashBomb1",0,1,8,0)
CRAA G 3 A_GiveInventory("ClashFlag1",1)
goto EndFire
ClashBomb2:
CRAA G 0 A_GiveInventory("CrashmanMain2_CI",1)
CRAA G 3 A_GiveInventory("ClashFlag2",1)
goto EndFire

ClashBomb3:
CRAA G 0 A_GiveInventory("CrashmanMain3_CI",1)
CRAA G 3 A_GiveInventory("ClashFlag3",1)
goto EndFire

ClashBomb4:
CRAA G 0 A_GiveInventory("CrashmanMain4_CI",1)
CRAA G 3 A_GiveInventory("ClashFlag4",1)
goto EndFire

EndFire:
CRAA F 3
CRAA EDCBAA 3
CRAA A 2
Goto Ready1
Altfire:
CRAA A 0 A_JumpIfInventory("ClashAmmo",6,"Altfire2")
Goto Ready1
Altfire2:
CRAA G 0 A_PlaySoundEx("weapon/dustbit","Weapon")
CRAA G 0 A_TakeInventory("ClashAmmo",6)
CRAA G 3 A_GiveInventory("CrashmanAlt_CI",1)
CRAA FEDCBAA 3
CRAA A 2
Goto Ready1

NoAmmo:
CRAA A 0
Goto Ready1
BotFire:
CRAA A 0 A_Jump(32,"BotFire2")
CRAA A 0 A_Jump(128,"AltFire2")
goto Fire+2
BotFire2:
CRAA A 0 A_GiveInventory("ClashFlag1",1)
CRAA A 0 A_GiveInventory("ClashFlag2",1)
CRAA A 0 A_GiveInventory("ClashFlag3",1)
CRAA A 0 A_GiveInventory("ClashFlag4",1)
goto BotFire+1

FlashOld:
TNT1 A 0 A_JumpIfInventory("WeaponFired",1,"NoFlash")
goto Reload
Reload:
TNT1 A 11
TNT1 A 0 A_GiveInventory("ClashAmmo", 2)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
loop
}
}

actor ClashAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}


actor ClashFlag1 : Powerup
{
Powerup.Duration 3
}
actor ClashFlag2 : ClashFlag1{}
actor ClashFlag3 : ClashFlag1{}
actor ClashFlag4 : ClashFlag1{}
actor ClashFlagT : ClashFlag1{}

actor ClashLaunched : Inventory
{
inventory.amount 1
inventory.maxamount 4
}

actor ClashLaunched1 : ClashLaunched
{
}

actor ClashLaunched2 : ClashLaunched
{
}

actor ClashLaunched3 : ClashLaunched
{
}

actor ClashLaunched4 : ClashLaunched
{
}

actor BombPowerScale : ClashLaunched
{
}

actor WeaponFired : OnceC{}

actor CrashDetonateItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "CrasIcon"
scale 2.0
inventory.pickupmessage "Hey, hey, step aside, Magnet Man. It's time for Crash Man to finish this job with his Time Bombs."
+INVBAR
states
{
Spawn:
CRAA X 1
loop
Use:
TNT1 A 0 A_PlaySoundEx("weapon/BoobeamBeep","SoundSlot6")
//TNT1 A 0 A_JumpIfInventory("ClashFlagT",1,"No")
TNT1 A 0 A_GiveInventory("ClashFlag1",1)
TNT1 A 0 A_GiveInventory("ClashFlag2",1)
TNT1 A 0 A_GiveInventory("ClashFlag3",1)
TNT1 A 0 A_GiveInventory("ClashFlag4",1)
TNT1 A 0 A_GiveInventory("ClashFlagT",1)
fail
No:
TNT1 A 0
fail
}
}

actor ClashBomb1NES : CrashBomb
{
Translation "198:198=227:227","192:192=4:4","202:202=215:215"
Obituary "$OB_CRASHBOMB"
+DONTREFLECT
+NOTARGETSWITCH
speed 60
States
{
Spawn:
X_2E A 1
loop
Death:
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched1",1,"XDeath")
goto BombUpdate
BombUpdate:
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched1",1,"Bomb1")
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched2",1,"Bomb2")
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched3",1,"Bomb3")
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched4",1,"Bomb4")
X_2E A 0 A_Jump(256,"Self")
X_2E A 1
goto BombUpdate+4
Bomb1:
X_2E A 0 A_GiveToTarget("ClashLaunched1",1)
goto BombUpdate+1
Bomb2:
X_2E A 0 A_GiveToTarget("ClashLaunched2",1)
goto BombUpdate+2
Bomb3:
X_2E A 0 A_GiveToTarget("ClashLaunched3",1)
goto BombUpdate+3
Bomb4:
X_2E A 0 A_GiveToTarget("ClashLaunched4",1)
goto BombUpdate+4
Self:
X_2E A 0 A_GiveToTarget("ClashLaunched1",1)
goto WallCheck
WallCheck:
X_2E A 0 A_JumpIf(z-floorz<5, "Floor")
X_2E A 0 A_JumpIf(z-ceilingz==0-6, "Ceiling")
X_2E B 3 A_PlaySound("weapon/crashland")
X_2E C 18
X_2E A 0 A_GiveToTarget("BombPowerScale", 1)
X_2E A 0 A_Jump(256,"WallBeep")
X_2E A 1
goto WallCheck+5
WallBeep:
X_2E DDDCCC 1 A_JumpIfInTargetInventory("ClashFlag1",1,"Detonate")
X_2E D 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
// ^ Checks if the missile owner died, spectated, or disconnected. ^
loop
Floor:
X_2E E 3 A_PlaySound("weapon/crashland")
X_2E F 18
X_2E A 0 A_GiveToTarget("BombPowerScale", 1)
X_2E A 0 A_Jump(256,"FloorBeep")
X_2E A 1
goto Floor+3
FloorBeep:
X_2E GGGFFF 1 A_JumpIfInTargetInventory("ClashFlag1",1,"Detonate") 
X_2E G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Ceiling:
X_2E H 3 A_PlaySound("weapon/crashland")
X_2E I 18
X_2E A 0 A_GiveToTarget("BombPowerScale", 1)
X_2E A 0 A_Jump(256,"CeilingBeep")
X_2E A 1
goto Ceiling+3
CeilingBeep:
X_2E JJJIII 1 A_JumpIfInTargetInventory("ClashFlag1",1,"Detonate")
X_2E J 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop

XDeath:
TNT1 A 1 A_SpawnItemEx("DirectBoom",0,0,0,0,0,0,0,1)
stop
Detonate:
TNT1 A 0 A_TakeFromTarget("ClashLaunched1",999)
goto Detonate2
Detonate2:
TNT1 A 0 A_PlaySound("weapon/directcrash")
TNT1 A 0 A_JumpIfInTargetInventory("BombPowerScale", 4, "Kaboom4")
TNT1 A 0 A_JumpIfInTargetInventory("BombPowerScale", 3, "Kaboom3")
TNT1 A 0 A_JumpIfInTargetInventory("BombPowerScale", 2, "Kaboom2")
goto Kaboom1
Kaboom1:
CDRL K 3 A_Explode(18,64,0,0,8)
CDRL K 0 A_TakeFromTarget("BombPowerScale",1)
CDRL LM 3
CDRL N 3 A_Explode(18,64,0,0,8)
CDRL OP 3
CDRL Q 3 A_Explode(18,64,0,0,8)
CDRL RS 3
CDRL T 3 A_Explode(18,64,0,0,8)
CDRL VW 3
stop
Kaboom2:
CDRL K 3 A_Explode(16,64,0,0,8)
CDRL K 0 A_TakeFromTarget("BombPowerScale",1)
CDRL LM 3
CDRL N 3 A_Explode(16,64,0,0,8)
CDRL OP 3
CDRL Q 3 A_Explode(16,64,0,0,8)
CDRL RS 3
CDRL T 3 A_Explode(16,64,0,0,8)
CDRL VW 3
stop
Kaboom3:
CDRL K 3 A_Explode(14,64,0,0,8)
CDRL K 0 A_TakeFromTarget("BombPowerScale",1)
CDRL LM 3
CDRL N 3 A_Explode(14,64,0,0,8)
CDRL OP 3
CDRL Q 3 A_Explode(14,64,0,0,8)
CDRL RS 3
CDRL T 3 A_Explode(14,64,0,0,8)
CDRL VW 3
stop
Kaboom4:
CDRL K 3 A_Explode(12,64,0,0,8)
CDRL K 0 A_TakeFromTarget("BombPowerScale",1)
CDRL LM 3
CDRL N 3 A_Explode(12,64,0,0,8)
CDRL OP 3
CDRL Q 3 A_Explode(12,64,0,0,8)
CDRL RS 3
CDRL T 3 A_Explode(12,64,0,0,8)
CDRL VW 3
stop
Poof:
TNT1 A 0
stop
}
}

actor ClashBomb2NES : ClashBomb1NES
{
States
{
Death:
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched2",1,"XDeath")
goto BombUpdate
Self:
X_2E A 0 A_GiveToTarget("ClashLaunched2",1)
goto WallCheck
WallBeep:
X_2E DDDCCC 1 A_JumpIfInTargetInventory("ClashFlag2",1,"Detonate")
X_2E D 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
FloorBeep:
X_2E GGGFFF 1 A_JumpIfInTargetInventory("ClashFlag2",1,"Detonate")
X_2E G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
CeilingBeep:
X_2E JJJIII 1 A_JumpIfInTargetInventory("ClashFlag2",1,"Detonate")
X_2E J 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Detonate:
X_2E A 0 A_TakeFromTarget("ClashLaunched2",999)
goto Detonate2
}
}

actor ClashBomb3NES : ClashBomb1NES
{
States
{
Death:
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched3",1,"XDeath")
goto BombUpdate
Self:
X_2E A 0 A_GiveToTarget("ClashLaunched3",1)
goto WallCheck
WallBeep:
X_2E DDDCCC 1 A_JumpIfInTargetInventory("ClashFlag3",1,"Detonate")
X_2E D 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
FloorBeep:
X_2E GGGFFF 1 A_JumpIfInTargetInventory("ClashFlag3",1,"Detonate")
X_2E G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
CeilingBeep:
X_2E JJJIII 1 A_JumpIfInTargetInventory("ClashFlag3",1,"Detonate")
X_2E J 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Detonate:
X_2E A 0 A_TakeFromTarget("ClashLaunched3",999)
goto Detonate2
}
}

actor ClashBomb4NES : ClashBomb1NES
{
States
{
Death:
X_2E A 0 A_JumpIfInTargetInventory("ClashLaunched4",1,"XDeath")
goto BombUpdate
Self:
X_2E A 0 A_GiveToTarget("ClashLaunched4",1)
goto WallCheck
WallBeep:
X_2E DDDCCC 1 A_JumpIfInTargetInventory("ClashFlag4",1,"Detonate")
X_2E D 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
FloorBeep:
X_2E GGGFFF 1 A_JumpIfInTargetInventory("ClashFlag4",1,"Detonate") 
X_2E G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
CeilingBeep:
X_2E JJJIII 1 A_JumpIfInTargetInventory("ClashFlag4",1,"Detonate")
X_2E J 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Detonate:
X_2E A 0 A_TakeFromTarget("ClashLaunched4",999)
goto Detonate2
}
}

actor ClashBomb1 : ClashBomb1NES
{
Translation "198:198=227:227","192:192=4:4","202:202=215:215"
States
{
Spawn:
CDRL C 1
loop
Self:
CDRL C 0 A_GiveToTarget("ClashLaunched1",1)
goto WallCheck
WallCheck:
CDRL C 0 A_JumpIf(z-floorz<5, "Floor")
CDRL C 0 A_JumpIf(z-ceilingz==0-6, "Ceiling")
CDRL F 3 A_PlaySound("weapon/crashland")
CDRL F 18
CDRL F 0 A_GiveToTarget("BombPowerScale",1)
CDRL F 0 A_Jump(256,"WallBeep")
CDRL F 1
goto WallCheck+5
WallBeep:
CDRL IIIFFF 1 A_JumpIfInTargetInventory("ClashFlag1",1,"Detonate")
CDRL I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Floor:
CDRL D 3 A_PlaySound("weapon/crashland")
CDRL D 18
CDRL D 0 A_GiveToTarget("BombPowerScale",1)
CDRL D 0 A_Jump(256,"FloorBeep")
CDRL D 1
goto Floor+3
FloorBeep:
CDRL GGGDDD 1 A_JumpIfInTargetInventory("ClashFlag1",1,"Detonate") 
CDRL G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Ceiling:
CDRL E 3 A_PlaySound("weapon/crashland")
CDRL E 18
CDRL E 0 A_GiveToTarget("BombPowerScale", 1)
CDRL E 0 A_Jump(256,"CeilingBeep")
CDRL E 1
goto Ceiling+3
CeilingBeep:
CDRL HHHEEE 1 A_JumpIfInTargetInventory("ClashFlag1",1,"Detonate")
CDRL H 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
}
}

actor ClashBomb2 : ClashBomb1
{
states
{
Death:
CDRL C 0 A_JumpIfInTargetInventory("ClashLaunched2",1,"XDeath")
goto BombUpdate
Self:
CDRL C 0 A_GiveToTarget("ClashLaunched2",1)
goto WallCheck
WallBeep:
CDRL IIIFFF 1 A_JumpIfInTargetInventory("ClashFlag2",1,"Detonate")
CDRL I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
FloorBeep:
CDRL GGGDDD 1 A_JumpIfInTargetInventory("ClashFlag2",1,"Detonate") 
CDRL G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
CeilingBeep:
CDRL HHHEEE 1 A_JumpIfInTargetInventory("ClashFlag2",1,"Detonate")
CDRL H 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Detonate:
CDRL C 0 A_TakeFromTarget("ClashLaunched2",999)
goto Detonate2
}
}

actor ClashBomb3 : ClashBomb1
{
states
{
Death:
CDRL C 0 A_JumpIfInTargetInventory("ClashLaunched3",1,"XDeath")
goto BombUpdate
Self:
CDRL C 0 A_GiveToTarget("ClashLaunched3",1)
goto WallCheck
WallBeep:
CDRL IIIFFF 1 A_JumpIfInTargetInventory("ClashFlag3",1,"Detonate")
CDRL I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
FloorBeep:
CDRL GGGDDD 1 A_JumpIfInTargetInventory("ClashFlag3",1,"Detonate") 
CDRL G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
CeilingBeep:
CDRL HHHEEE 1 A_JumpIfInTargetInventory("ClashFlag3",1,"Detonate")
CDRL H 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Detonate:
CDRL C 0 A_TakeFromTarget("ClashLaunched3",999)
goto Detonate2
}
}

actor ClashBomb4 : ClashBomb1
{
states
{
Death:
CDRL C 0 A_JumpIfInTargetInventory("ClashLaunched4",1,"XDeath")
goto BombUpdate
Self:
CDRL C 0 A_GiveToTarget("ClashLaunched4",1)
goto WallCheck
WallBeep:
CDRL IIIFFF 1 A_JumpIfInTargetInventory("ClashFlag4",1,"Detonate")
CDRL I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
FloorBeep:
CDRL GGGDDD 1 A_JumpIfInTargetInventory("ClashFlag4",1,"Detonate") 
CDRL G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
CeilingBeep:
CDRL HHHEEE 1 A_JumpIfInTargetInventory("ClashFlag4",1,"Detonate")
CDRL H 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Detonate")
loop
Detonate:
CDRL C 0 A_TakeFromTarget("ClashLaunched4",999)
goto Detonate2
}
}


actor ClashBomb1B : ClashBomb1{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor ClashBomb1R : ClashBomb1{translation "192:192=54:54","198:198=41:41","202:202=54:54"}
actor ClashBomb1O : ClashBomb1{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor ClashBomb1P : ClashBomb1{translation "192:192=229:229","198:198=232:232","202:202=229:229"}

actor ClashBomb2B : ClashBomb2{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor ClashBomb2R : ClashBomb2{translation "192:192=54:54","198:198=41:41","202:202=54:54"}
actor ClashBomb2O : ClashBomb2{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor ClashBomb2P : ClashBomb2{translation "192:192=229:229","198:198=232:232","202:202=229:229"}

actor ClashBomb3B : ClashBomb3{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor ClashBomb3R : ClashBomb3{translation "192:192=54:54","198:198=41:41","202:202=54:54"}
actor ClashBomb3O : ClashBomb3{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor ClashBomb3P : ClashBomb3{translation "192:192=229:229","198:198=232:232","202:202=229:229"}

actor ClashBomb4B : ClashBomb4{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor ClashBomb4R : ClashBomb4{translation "192:192=54:54","198:198=41:41","202:202=54:54"}
actor ClashBomb4O : ClashBomb4{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor ClashBomb4P : ClashBomb4{translation "192:192=229:229","198:198=232:232","202:202=229:229"}


actor DirectBoom : BasicExplosion
{
Obituary "$OB_CLASHBOMB"
DamageType "Clash"
+DONTREFLECT
+NOTARGETSWITCH
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("weapon/directclash")

CDRL K 3 A_Explode(16,64,0,0,8)
CDRL LM 3
CDRL N 3 A_Explode(18,64,0,0,8)
CDRL OP 3
CDRL Q 3 A_Explode(18,64,0,0,8)
CDRL RS 3
CDRL T 3 A_Explode(18,64,0,0,8)
CDRL VW 3
stop
}
}

actor ClashTimer
{
Translation "198:198=227:227","192:192=4:4","202:202=215:215"
PROJECTILE
//DamageType "CrashBomb"
//Obituary "$OB_CRASHBOMB"
DamageType "Clash"
Obituary "$OB_CLASHBOMB"
+DONTREFLECT
damage (2)
Radius 7
Height 6
speed 50
scale 2.5
States
{
Spawn:
X_2E A 1
loop
Death:
X_2E A 0 A_JumpIf(z-floorz<5,"Floor")
X_2E A 0 A_JumpIf(z-ceilingz==0-6,"Ceiling")
X_2E B 3 A_PlaySound("weapon/crashland")
X_2E C 3
X_2E DDDCCCDDDCCCDDDCCCDDDCCCDDDCCCDDDCCCDDDCCC 1 A_JumpIfInTargetInventory("ClashFlagT",1,"XDeath3")
Goto XDeath1
Floor:
X_2E E 3 A_PlaySound("weapon/crashland")
X_2E F 3
X_2E GGGFFFGGGFFFGGGFFFGGGFFFGGGFFFGGGFFFGGGFFF 1 A_JumpIfInTargetInventory("ClashFlagT",1,"XDeath3")
Goto XDeath1
Ceiling:
X_2E H 3 A_PlaySound("weapon/crashland")
X_2E I 3
X_2E JJJIIIJJJIIIJJJIIIJJJIIIJJJIIIJJJIIIJJJIII 1 A_JumpIfInTargetInventory("ClashFlagT",1,"XDeath3")
Goto XDeath1
XDeath3:
CDRL T 0 A_PlaySound("weapon/directclash2")
goto XDeath+1
XDeath:
CDRL T 0 A_PlaySound("weapon/directcrash")
CDRL T 3 A_Explode(12,64,0,0,8)
CDRL VW 3
CDRL Q 3 A_Explode(12,64,0,0,8)
CDRL RS 3
CDRL N 3 A_Explode(12,64,0,0,8)
CDRL OP 3
CDRL K 3 A_Explode(12,64,0,0,8)
CDRL LM 3
stop
XDeath1:
CDRL K 0 A_PlaySound("weapon/directcrash")
CDRL K 3 A_Explode(15,64,0,0,8)
CDRL LM 3
CDRL N 3 A_Explode(15,64,0,0,8)
CDRL OP 3
CDRL Q 3 A_Explode(15,64,0,0,8)
CDRL RS 3
CDRL T 3 A_Explode(15,64,0,0,8)
CDRL VW 3
stop
}
}

actor ClashTimerB : ClashTimer{translation "192:192=205:205","198:198=74:74","202:202=205:205"}
actor ClashTimerR : ClashTimer{translation "192:192=54:54","198:198=41:41","202:202=54:54"}
actor ClashTimerO : ClashTimer{translation "192:192=104:104","198:198=128:128","202:202=104:104"}
actor ClashTimerP : ClashTimer{translation "192:192=229:229","198:198=232:232","202:202=229:229"}

actor CrashmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ClashBomb1",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ClashBomb1B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ClashBomb1R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ClashBomb1O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ClashBomb1P",0,1,8,0)
goto Done
}
}

actor CrashmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ClashBomb2",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ClashBomb2B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ClashBomb2R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ClashBomb2O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ClashBomb2P",0,1,8,0)
goto Done
}
}

actor CrashmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ClashBomb3",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ClashBomb3B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ClashBomb3R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ClashBomb3O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ClashBomb3P",0,1,8,0)
goto Done
}
}

actor CrashmanMain4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ClashBomb4",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ClashBomb4B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ClashBomb4R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ClashBomb4O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ClashBomb4P",0,1,8,0)
goto Done
}
}

actor CrashmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ClashTimer",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ClashTimerB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ClashTimerR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ClashTimerO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ClashTimerP",0,1,8,0)
goto Done
}
}

