actor DiveMissileBoss : BaseMM8BDMWep_CBM
{
dropitem "DiveMissileWepCDropped"
Weapon.AmmoUse 60
Weapon.AmmoGive 420
Weapon.AmmoUse2 0
Weapon.AmmoGive2 420
Weapon.SlotNumber 2
Obituary "$OB_DIVEMISSILE"
Inventory.Pickupmessage "You found my battleship!"
weapon.ammotype "YouSunkMyAmmo"
weapon.ammotype2 "DiveTackleAmmo"
inventory.icon "DiveIcon"
States
{
Spawn:
C_04 G 1
loop
//DVMN I 1
Ready:
DIVA A 0 ACS_ExecuteAlways(998,0,786)
DIVA A 0
goto Ready1
Ready1:
DIVA A 0 A_JumpIfInventory("YouSunkMyAmmo",60,"Ready2")
DIVA A 2 A_WeaponReady(WRF_NOFIRE)
DIVA A 0 A_JumpIfInventory("DiveTackleCooldown",1,2)
DIVA A 0 A_GiveInventory("DiveTackleAmmo",6)
DIVA A 0 A_GiveInventory("YouSunkMyAmmo",9)
loop
Ready2:
DIVA A 0 A_JumpIfInventory("YouSunkMyAmmo",140,"Ready3")
DIVA A 2 A_WeaponReady(WRF_NOSECONDARY)
DIVA A 0 A_JumpIfInventory("DiveTackleCooldown",1,2)
DIVA A 0 A_GiveInventory("DiveTackleAmmo",6)
DIVA A 0 A_GiveInventory("YouSunkMyAmmo",9)
loop
Ready3:
DIVA A 2 A_WeaponReady
DIVA A 0 A_JumpIfInventory("DiveTackleCooldown",1,2)
DIVA A 0 A_GiveInventory("DiveTackleAmmo",6)
DIVA A 0 A_GiveInventory("YouSunkMyAmmo",9)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DIVA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DIVA A 1 A_Raise
Loop
Fire:
DIVA A 0 A_JumpIfNoAmmo("NoAmmo")
DIVA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
DIVA A 0 A_TakeInventory("YouSunkMyAmmo",60)
DIVA A 0 A_GiveInventory("DivemanMain_CI",1)
DIVA BCDCB 3
DIVA A 10
Goto Ready1

AltFire:
DIVA A 0 A_JumpIfInventory("YouSunkMyAmmo",140,"Mines")
Goto Ready+1
Mines:
DIVA BE 3
DIVA A 0 A_PlaySoundEx("weapon/BombThrow","Weapon")
DIVA A 0 A_TakeInventory("YouSunkMyAmmo",140)
DIVA A 0 A_GiveInventory("DivemanAlt_CI",1)
DIVA F 5
DIVA EB 3
DIVA A 10//20
Goto Ready1

NoAmmo:
DIVA A 0
Goto Ready+1
}
}

actor DiveTackleBoss : BaseMM8BDMWep_CBM
{
dropitem "DiveMissileWepCDropped"
Weapon.AmmoUse 60
Weapon.AmmoGive 420
Weapon.AmmoUse2 210
Weapon.AmmoGive2 420
Weapon.SlotNumber 3
Obituary "$OB_DIVETACKLE"
Inventory.Pickupmessage "Oooooooooga! Oooooooooga! Oooooooooga! Dive! Dive! Dive!"
weapon.ammotype "YouSunkMyAmmo"
weapon.ammotype2 "DiveTackleAmmo"
inventory.icon "DiveIco2"
States
{
Spawn:
C_04 G 1
loop
//DVMN J 1

Ready:
DIVA G 0 ACS_ExecuteAlways(998,0,786)
DIVA G 0
goto Ready1
Ready1:
DIVA G 0 A_JumpIfInventory("YouSunkMyAmmo",60,"Ready2a")
DIVA G 0 A_JumpIfInventory("DiveTackleAmmo",210,"Ready2b")
DIVA G 2 A_WeaponReady(WRF_NOFIRE)
DIVA G 0 A_JumpIfInventory("DiveTackleCooldown",1,2)
DIVA G 0 A_GiveInventory("DiveTackleAmmo",6)
DIVA G 0 A_GiveInventory("YouSunkMyAmmo",9)
loop
Ready2a:
DIVA G 0 A_JumpIfInventory("DiveTackleAmmo",210,"Ready3")
DIVA G 2 A_WeaponReady(WRF_NOSECONDARY)
DIVA G 0 A_JumpIfInventory("DiveTackleCooldown",1,2)
DIVA G 0 A_GiveInventory("DiveTackleAmmo",6)
DIVA G 0 A_GiveInventory("YouSunkMyAmmo",9)
loop
Ready2b:
DIVA G 0 A_JumpIfInventory("YouSunkMyAmmo",60,"Ready3")
DIVA G 2 A_WeaponReady(WRF_NOPRIMARY)
DIVA G 0 A_JumpIfInventory("DiveTackleCooldown",1,2)
DIVA G 0 A_GiveInventory("DiveTackleAmmo",6)
DIVA G 0 A_GiveInventory("YouSunkMyAmmo",9)
loop
Ready3:
DIVA G 2 A_WeaponReady
DIVA G 0 A_JumpIfInventory("DiveTackleCooldown",1,2)
DIVA G 0 A_GiveInventory("DiveTackleAmmo",6)
DIVA G 0 A_GiveInventory("YouSunkMyAmmo",9)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DIVA G 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DIVA G 1 A_Raise
Loop
Fire:
DIVA G 0 A_JumpIfNoAmmo("NoAmmo")
DIVA G 0 A_PlaySoundEx("weapon/mbuster","Weapon")
DIVA G 0 A_TakeInventory("YouSunkMyAmmo",60)
DIVA G 0 A_GiveInventory("DivemanMain_CI",1)
DIVA HIJIH 3
DIVA G 10
Goto Ready1

AltFire:
DIVA G 0 A_JumpIfInventory("DiveTackleAmmo",210,"AltFire2")
goto Ready1
AltFire2:
DIVA H 2
DIVA H 0 A_TakeInventory("DiveTackleHitFlag",999)
DIVA H 0 A_TakeInventory("DiveTackleFlag2",999)
DIVA IJ 2
DIVA J 0 A_Stop
DIVA J 0 SetPlayerProperty(0,1,0)
DIVA J 0 ACS_ExecuteAlways(648,0,1)

DIVA J 0 A_ChangeFlag("THRUSPECIES",1)
DIVA J 0 A_ChangeFlag("SOLID",0)
DIVA J 0 A_TakeInventory("UnSolid",1)
//DIVA J 0 A_ChangeFlag("NOTELEPORT",0)

DIVA J 0 A_GiveInventory("DiveTackleFlag",1)
DIVA J 0 A_GiveInventory("DiveTackleFrame",1)
DIVA J 0 A_PlaySoundEx("weapon/GrenadeShot","Weapon")
DIVA J 0 A_TakeInventory("DiveTackleAmmo",210)
DIVA J 0 A_JumpIf(pitch<340 && pitch>=270,"AltFire2UpLimit")
DIVA J 1 A_SpawnItemEx("DivemanTheMissileC",0,0,0,cos(-pitch)*24,0,sin(-pitch)*24)
goto AltFire3
AltFire2UpLimit:
DIVA J 1 A_SpawnItemEx("DivemanTheMissileC",0,0,0,cos(340)*24,0,-sin(340)*24)
goto AltFire3
AltFire3:
DIVA J 1 A_PlaySound("weapon/BRGSpin",4,0.75)
DIVA J 0 A_JumpIfInventory("DiveTackleHitFlag",1,"AltCollide")
DIVA J 0 A_JumpIfInventory("DiveTackleFlag2",1,"AltTackleE")
DIVA J 1
DIVA J 0 A_JumpIfInventory("DiveTackleHitFlag",1,"AltCollide")
DIVA J 0 A_JumpIfInventory("DiveTackleFlag2",1,"AltTackleE")
DIVA J 1
DIVA J 0 A_JumpIfInventory("DiveTackleHitFlag",1,"AltCollide")
DIVA J 0 A_JumpIfInventory("DiveTackleFlag2",1,"AltTackleE")
AltFireH:
DIVA J 0 A_PlaySound("weapon/BRGSpin",4,0.75)
DIVA J 1 A_GiveInventory("DiveTackleFrame",1)
DIVA J 0 A_JumpIfInventory("DiveTackleHitFlag",1,"AltCollide")
DIVA J 0 A_JumpIfInventory("DiveTackleFlag2",1,"AltTackleE")
DIVA J 0 A_Refire(1)
goto AltTackleE
DIVA J 1 A_GiveInventory("DiveTackleFrame",1)
DIVA J 0 A_JumpIfInventory("DiveTackleHitFlag",1,"AltCollide")
DIVA J 0 A_JumpIfInventory("DiveTackleFlag2",1,"AltTackleE")
DIVA J 0 A_Refire(1)
goto AltTackleE
DIVA J 1 A_GiveInventory("DiveTackleFrame",1)
DIVA J 0 A_JumpIfInventory("DiveTackleHitFlag",1,"AltCollide")
DIVA J 0 A_JumpIfInventory("DiveTackleFlag2",1,"AltTackleE")
DIVA J 0 A_Refire("AltFireH")
goto AltTackleE
AltCollide:
DIVA J 0 A_GiveInventory("DiveTackleAmmo",35)
goto AltTackleE+2
AltTackleE:
DIVA J 0 A_ScaleVelocity(0.8)
DIVA J 0 ThrustThingZ(0,40,0,0)
DIVA J 0 SetPlayerProperty(0,0,0)
DIVA J 0 ACS_ExecuteAlways(648,0,0)
DIVA J 0 A_GiveInventory("DiveTackleFlag2",1)
DIVA J 0 A_TakeInventory("DiveTackleFlag",999)
DIVA J 0 A_TakeInventory("DiveTackleFrame",999)
DIVA I 3
DIVA H 0 A_ChangeFlag("THRUSPECIES",0)
DIVA H 3 A_SpawnItemEx("ReSolidifier")
DIVA G 0 A_TakeInventory("ProjectilePortDead",9)
DIVA G 6 A_GiveInventory("DiveTackleCooldown",1)
Goto Ready1

NoAmmo:
DIVA G 0
Goto Ready+1
}
}

actor YouSunkMyAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 420
+INVENTORY.IGNORESKILL
}

actor DiveTackleAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 420
+INVENTORY.IGNORESKILL
}

actor DiveTackleFlag : OnceC{}
actor DiveTackleFlag2 : OnceC{}
actor DiveTackleCooldown : Powerup{powerup.Duration 20}//6

actor DM_T_M_Delay : Powerup{powerup.Duration 3}
actor DiveTackleHitFlag : OnceC{}


actor DiveTackleFrame : Inventory
{
inventory.amount 1
inventory.maxamount 8
}

actor DiveMineClass
{
Translation "192:192=4:4", "198:198=194:194", "202:202=210:210"
PROJECTILE
+SHOOTABLE
+NOBLOOD
-NOBLOCKMAP
+RIPPER
+HEXENBOUNCE//+DOOMBOUNCE
+CANBOUNCEWATER
+FLOATBOB
+BOUNCEONACTORS
+NOTARGETSWITCH
+CANTSEEK

+NOPAIN

Obituary "$OB_DIVEMINE"
Health 20
Radius 18
Height 24
scale 2.5
mass 99999
damage (0)
//reactiontime 16
//damagetype "Dive"
damagetype "DiveMine"
speed 30


Species "DumbDiveMine"
//+THRUSPECIES

//+DONTDRAIN
damagefactor "DiveMine", 20.0
damagefactor "PlantDrain", 0.0
damagefactor "ShadeDrain", 0.0

States
{
Spawn:
DVMN A 7
DVMN A 0 A_ChangeFlag("BOUNCEONACTORS",0)
DVMN A 0 A_ChangeFlag("RIPPER",0)
DVMN A 0 A_ChangeFlag("SHOOTABLE",1)
DVMN AAA 1 A_Stop
Floating:
DVMN AAAAA 5
DVMN B 1 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
DVMN A 0 A_GiveInventory("WeaponCharge",1)//A_CountDown
DVMN A 0 A_JumpIfInventory("WeaponCharge",16,"Death")
loop
Death:
DVMN B 0 A_ChangeFlag("NOINTERACTION",1)
//DVMN B 0 A_Die
DVMN B 1 A_Stop
DVMN B 0 A_PlaySoundEx("weapon/drillexplode", "Weapon")
DVMN B 0 A_SpawnItemEx("DiveMineExplode",0,0,16)//A_Explode(20, 128, 0)
TN_B EFGHIJKLMNOPQRS 2//TNT1 A 2 A_SpawnItem("DrillExplode")
stop
}
}

actor DiveMineExplode : BasicExplosion
{
Obituary "$OB_DIVEMINE"
damagetype "DiveMine"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(20,128,0)
stop
}
}


actor DiveMineProtect : PowerProtection
{
Powerup.Duration 12
DamageFactor "DiveMine", 0.2
}

//DesignatedTeam 
actor DiveMineClassB : DiveMineClass{translation "192:192=205:205", "198:198=74:74", "202:202=205:205"}
actor DiveMineClassR : DiveMineClass{translation "192:192=171:171", "198:198=41:41", "202:202=171:171"}
actor DiveMineClassO : DiveMineClass{translation "192:192=104:104", "198:198=128:128", "202:202=104:104"}
actor DiveMineClassP : DiveMineClass{translation "192:192=229:229", "198:198=232:232", "202:202=229:229"}


//const int DIVE_THRE = 20;
//const int DIVE_MAXT = 3;

actor DivemanMissileClass
{
Translation "199:199=227:227"
var int user_A1;
var int user_A2;
PROJECTILE
+DONTSEEKINVISIBLE//
+SEEKERMISSILE
+SCREENSEEKER//--
scale 2.5
damagetype "DiveMissile"
Obituary "$OB_DIVEMISSILE"
ReactionTime 85

damage (10)
speed 20//22
health 1
Radius 16
Height 16
+NOBLOOD
ReactionTime 320

Species "DumbDiveMissile"
+THRUSPECIES

//+DONTDRAIN
damagefactor "PlantDrain", 0.0
damagefactor "ShadeDrain", 0.0
States
{
Spawn: //40 A's
DIVC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SeekerMissile(2,10,3,50,4)
DIVC A 0 A_ChangeFlag("NOBLOCKMAP",0)
DIVC A 0 A_ChangeFlag("SHOOTABLE",1)
Spawn2:
DIVC A 0 A_CheckFlag("BLASTED","Spawn3")
DIVC A 1 A_SeekerMissile(2,10,3,256,4)
DIVC A 0 A_CountDown
loop
Spawn3:
DIVC A 0 A_ChangeFlag("NOBLOCKMAP",1)
DIVC A 0 A_ChangeFlag("SHOOTABLE",0)
DIVC A 0 A_RearrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_TARGET)
DIVC A 1 A_SeekerMissile(2,10,3,256,4)
DIVC A 0 A_CountDown
goto Spawn3+3
Death:
MMFX BCDE 2
stop
/*
DIVC A 0
DIVC A 0 //A_LOGINT(angle)
DIVC A 0 A_JumpIf(angle>=270,"MathHigh")
DIVC A 0 A_JumpIf(angle<=90,"MathLow")
goto MathMid
MathLow:
DIVC A 0 //A_LOG("MathLow")
DIVC A 0 A_SetUserVar("user_A1",angle+90)
DIVC A 0 A_SetUserVar("user_A2",angle+270)
goto SpawnLowHigh
MathMid:
DIVC A 0 //A_LOG("MathMid")
DIVC A 0 A_SetUserVar("user_A1",angle+90)
DIVC A 0 A_SetUserVar("user_A2",angle-90)
goto SpawnMid
MathHigh:
DIVC A 0 //A_LOG("MathHigh")
DIVC A 0 A_SetUserVar("user_A1",angle-270)
DIVC A 0 A_SetUserVar("user_A2",angle-90)
goto SpawnLowHigh

SpawnLowHigh:
DIVC A 0 A_GiveInventory("CutterFlag",3)
DIVC A 1 A_SeekerMissile(DIVE_THRE,DIVE_MAXT,3,256,2)
DIVC A 2 A_JumpIf( angle>=user_A1 && angle<=user_A2 ,"SpawnX")
DIVC A 0 A_JumpIfInventory("CutterFlag",39,"SpawnLowHigh2")
loop

SpawnMid:
DIVC A 0 A_GiveInventory("CutterFlag",3)
DIVC A 1 A_SeekerMissile(DIVE_THRE,DIVE_MAXT,3,256,2)
DIVC A 2 A_JumpIf( angle>=user_A1 || angle<=user_A2 ,"SpawnX")
DIVC A 0 A_JumpIfInventory("CutterFlag",39,"SpawnMid2")
loop

SpawnLowHigh2:
DIVC A 0 A_ChangeFlag("NOBLOCKMAP",0)
DIVC A 0 A_ChangeFlag("SHOOTABLE",1)
DIVC A 1 A_SeekerMissile(DIVE_THRE,DIVE_MAXT,3,256,2)
DIVC A 2 A_JumpIf( angle>=user_A1 && angle<=user_A2 ,"SpawnX")
goto SpawnLowHigh2+2

SpawnMid2:
DIVC A 0 A_ChangeFlag("NOBLOCKMAP",0)
DIVC A 0 A_ChangeFlag("SHOOTABLE",1)
DIVC A 1 A_SeekerMissile(DIVE_THRE,DIVE_MAXT,3,256,2)
DIVC A 2 A_JumpIf( angle>=user_A1 || angle<=user_A2 ,"SpawnX")
goto SpawnMid2+2

SpawnX:
DIVC A 0 //A_LOGINT(user_A1)
DIVC A 0 //A_LOGINT(user_A2)
DIVC A 0 //A_LOGINT(angle)
DIVC A 1 A_CountDown
wait
*/

}
}

actor DivemanMissileClassB : DivemanMissileClass{translation "199:199=74:74"}
actor DivemanMissileClassR : DivemanMissileClass{translation "199:199=41:41"}
actor DivemanMissileClassO : DivemanMissileClass{translation "199:199=128:128"}
actor DivemanMissileClassP : DivemanMissileClass{translation "199:199=232:232"}


actor DivemanTheMissileC
{
var int user_TID;
PROJECTILE
damagetype "ClassPain"
Obituary "$OB_DIVETACKLE"
+DONTSEEKINVISIBLE//
+SEEKERMISSILE
+SCREENSEEKER
+NOEXPLODEFLOOR
+DONTBLAST
+DONTREFLECT
+NOCLIP
+THRUGHOST
+SKYEXPLODE
+STEPMISSILE
MaxStepHeight 24
ReactionTime 350
damage (20)
Radius 16
Height 56
speed 20
Species "DumbDiveMine"
+THRUSPECIES
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(815,0,200)
TNT1 A 0 A_ChangeFlag("NOCLIP",0)
TNT1 A 0 A_GiveInventory("DM_T_M_Delay",1)
goto DiveTackle
DiveTackle:
TNT1 A 1 A_SeekerMissile(5,10,3,256,5)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
TNT1 A 0 A_JumpIfInTargetInventory("DiveTackleFlag2",1,"Death")
TNT1 A 0 A_CountDown
TNT1 A 0 A_CheckFloor("DiveFloor")
loop
DiveFloor:
TNT1 A 0 A_ChangeVelocity(24,0,0.1,3)
goto DiveTackle
Crash:
XDeath:
TNT1 A 0 A_JumpIfInventory("DM_T_M_Delay",1,"XDeathFix")
TNT1 A 0 //A_LOG("DeadHIT")
TNT1 A 0 A_SetUserVar("user_TID",ACS_ExecuteWithResult(257,0))
TNT1 A 0 //A_LOGINT(user_TID)
TNT1 A 0 A_GiveInventory("ProjectilePortDead",1)
TNT1 A 0 A_GiveToTarget("DiveTackleFlag2",1)
TNT1 A 0 A_GiveToTarget("DiveTackleHitFlag",1)
TNT1 A 0 A_PlaySoundEx("weapon/blizzstrike","Body")
TNT1 A 2 A_GiveToTarget("DiveTackleHitPickup",1)
TNT1 A 2 ThrustThing(angle*256/360+128,28,1,user_TID)
stop
XDeathFix:
TNT1 A 0 //A_LOG("XFix")
TNT1 A 0 A_GiveToTarget("DiveTackleScaleFixPickup",1)
goto XDeath+1
Death:
TNT1 A 0 A_JumpIfInventory("DM_T_M_Delay",1,"DeathFix")
TNT1 A 0 //A_LOG("Dead")
TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
TNT1 A 0 A_GiveInventory("ProjectilePortDead",1)
TNT1 A 0 A_GiveToTarget("DiveTackleFlag2",1)
TNT1 A 2
stop
DeathFix:
TNT1 A 0 //A_LOG("Fix")
TNT1 A 0 A_GiveToTarget("DiveTackleScaleFixPickup",1)
goto Death+1
}
}

actor DiveTackleHitPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_Stop
TNT1 A 0 ThrustThingZ(0,52,0,0)
TNT1 A 0 //A_GiveInventory("DiveTackleAmmo",50)
stop
}
}

actor DiveTackleScaleFixPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_ScaleVelocity(0.2)
stop
}
}





actor DivemanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("DivemanMissileClass",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("DivemanMissileClassB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("DivemanMissileClassR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("DivemanMissileClassO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("DivemanMissileClassP",0,0,0,0)
goto Done
}
}

actor DivemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("DiveMineClass",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClass",-15,0,55,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClass",15,0,-55,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("DiveMineClassB",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassB",-15,0,55,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassB",15,0,-55,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("DiveMineClassR",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassR",-15,0,55,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassR",15,0,-55,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("DiveMineClassO",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassO",-15,0,55,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassO",15,0,-55,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("DiveMineClassP",0,0,0,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassP",-15,0,55,0)
TNT1 A 0 A_FireCustomMissile("DiveMineClassP",15,0,-55,0)
goto Done
}
}