actor FlameSwordBoss : BaseMM8BDMWep_CBM
{
dropitem "FlameSwordWepCDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "$OB_FLAMESWORD"
Inventory.Pickupmessage "FLAME SWARD"
weapon.ammotype "OrdersAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_08 C 1
loop
Ready:
FHUB A 0 ACS_ExecuteAlways(998,0,862)
FHUB A 0 A_GunFlash
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"Ready2")
FHUB A 0 A_GiveInventory("NoFlameFlag",1)
FHUB A 1 A_WeaponReady
Goto Ready+2
Ready2:
TNT1 A 0 A_JumpIfInventory("OrdersAmmo",1,1)
goto NoAmmoBlub
TNT1 A 1 A_WeaponReady
goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FHUB A 1 A_Lower
goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FHUB A 1 A_Raise
Loop
Fire:
/*
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"blub")
*/

FHUB A 0 A_JumpIfInventory("FlameFlag",1,"SwitchCamera")

//FHUB A 0 A_JumpIfNoAmmo("NoAmmo")
FHUB A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
//FHUB A 0 A_TakeInventory("FlameSwordAmmo",2)
FHUB A 0
FHUB A 0 A_CheckFloor("Fire2")
Goto Fire2a
Fire2:
FHUB C 1 A_GiveInventory("SwordmanMain1_CI",1)
FHUB C 0 A_SpawnItemEx("FSSParkSpawnerB",32,0,8,0,0,0,0,1)
FHUB D 1 A_GiveInventory("SwordmanMain2_CI",1)
FHUB E 1 A_GiveInventory("SwordmanMain3_CI",1)
FHUB F 1 A_GiveInventory("SwordmanMain4_CI",1)
FHUB G 1 A_GiveInventory("SwordmanMain5_CI",1)
Goto Finish
Fire2a:
FHUB J 1 A_GiveInventory("SwordmanMain1a_CI",1)
FHUB K 1 A_GiveInventory("SwordmanMain2a_CI",1)
FHUB L 1 A_GiveInventory("SwordmanMain3a_CI",1)
FHUB M 1 A_GiveInventory("SwordmanMain4a_CI",1)
FHUB N 1 A_GiveInventory("SwordmanMain5a_CI",1)
Goto Finish
Finish:
TNT1 A 14
FHUB HI 2
FHUB A 10
FHUB A 0 A_Refire
Goto Ready+2
SwitchCamera:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Revert")//Duel
TNT1 A 0 A_JumpIfInventory("CameraFlag",1,"Revert")
TNT1 A 0 ChangeCamera(400+TID,0,0)
TNT1 A 10 A_GiveInventory("CameraFlag",1)
goto Ready2
Revert:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 10 ChangeCamera(0,0,0)
goto Ready2
Altfire:
/*
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"SwitchCamera")
*/

TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
FHUB A 0 A_JumpIfInventory("FlameFlag",1,"blub")

TNT1 A 0 A_TakeInventory("EndFlameFlag",1)
TNT1 A 0 A_TakeInventory("NoFlameFlag",1)
//TNT1 A 0 A_GiveInventory("FlameFlag",1)
TNT1 A 0 A_GiveInventory("TorsoSpeed",156)
TNT1 A 0 A_GiveInventory("SwordmanAlt_CI",1)
TNT1 A 10
goto Ready2
blub:
TNT1 A 0 A_GiveInventory("EndFlameFlag",1)
blub2:
TNT1 A 1 A_RailWait
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,"blub2")
blubEnd:
TNT1 AA 2 A_TakeInventory("FlameFlag",1)
TNT1 AA 2 A_GiveInventory("NoFlameFlag",1)
TNT1 A 4
FHUB HI 2
FHUB A 10
goto Ready+2
NoAmmo:
FHUB A 1
Goto Ready+2
NoAmmoblub:
TNT1 A 0 A_TakeInventory("CameraFlag",1)
TNT1 A 0 ChangeCamera(0,0,0)
goto blub

Flash:
TNT1 AAAAA 1 A_JumpIfInventory("FlameFlag",1,"AmmoDeplete")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_GiveInventory("OrdersAmmo",1)
loop
AmmoDeplete:
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("FlameFlag",1,1)
goto Flash
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_TakeInventory("OrdersAmmo",1)
goto AmmoDeplete

}
}

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

/*
actor FlameFlag :  : OnceC{}
*/
actor FlameFlag : PowerUp
{
powerup.duration 150
}

actor NoFlameFlag : OnceC{}
actor EndFlameFlag : OnceC{}
actor SwordmanSyncFlag : PowerUp
{
powerup.duration 10
}

actor TorsoSpeed : Inventory
{
inventory.amount 1
inventory.maxamount 156
}

//SWTR A 0 A_ChangeVelocity(cos(pitch)*12,0,-sin(pitch)*12,CVF_RELATIVE|CVF_REPLACE)

actor SwordManTorsoB
{
Translation "192:192=205:205","198:198=74:74"
PROJECTILE
//+RIPPER
-MISSILE
+DONTBLAST
+NOBLOCKMONST
+SLIDESONWALLS
+DONTSPLASH
//-NOBLOCKMAP
//+SOLID
//-SHOOTABLE

Obituary "$OB_SWORDTORSO"
damagetype "FlameSwordB"
//Radius 32
//Radius 16
Radius 20
//Height 56
Height 28
CameraHeight 20
//activesound "FLAMSWOR"
scale 2.5
damage (0)
//+FORCEXYBILLBOARD
//speed 20
speed 0
States
{
Spawn:
SWTR A 0
SWTR A 0
SWTR A 0 Thing_ChangeTID(0,400+ACS_ExecuteWithResult(257,0))
//TNT1 A 0
//TNT1 A 0 A_ChangeFlag("SOLID",1)
Loopz:
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR A 1 //A_Explode(14,65,0)
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR A 1 //A_Explode(14,65,0)
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR B 1 //A_Explode(14,65,0)
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
SWTR B 1 A_Explode(14,65,0)
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR C 1 //A_Explode(14,65,0)
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR C 1 //A_Explode(14,65,0)
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR D 1 //A_Explode(14,65,0)
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
SWTR A 0 A_JumpIfInTargetInventory("EndFlameFlag",1,"Return")
SWTR A 0 A_GiveInventory("TorsoVelocity",1)
SWTR A 0 A_ChangeVelocity(cos(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),0,-sin(pitch)*(8+ACS_ExecuteWithResult(803,TORSOSPEED)/13),3)
SWTR A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
SWTR D 1 A_Explode(14,65,0)


/*SLA2 A 0 A_JumpIfInTargetInventory("FlameFlag",1,"Loopz")
goto Death*/

loop
Death:
SWTR A 0
stop
Return:
SWTR A 0 A_ChangeFlag("MISSILE",1)
//SWTR A 0 A_CustomMissile("ReturningTorsoB",0,0,0,0)
SWTR A 0 A_SpawnItemEx("ReturningTorsoB",0,0,0,0,0,0,0,33,0)
stop
}
}


actor ReturningTorsoB : CutmanCutterFast//SwordManTorsoB
{
Obituary "$OB_SWORDTORSO"
damagetype "FlameSwordB"

+MISSILE
+NOINTERACTION
+SEEKERMISSILE
ReactionTime 525//1 minute
Speed 20
States
{
Spawn:
SWTR A 0
SWTR A 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)//Target >> Tracer
SWTR A 0 A_FaceTarget
goto Spawn4
Spawn4:
SWTR A 0 A_GiveToTarget("FlameFlag",1)
SWTR A 0 A_JumpIfCloser(70,"Returned")
SWTR A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR A 1
SWTR A 0 A_JumpIfCloser(70,"Returned")
SWTR AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR A 1

SWTR B 0 A_JumpIfCloser(70,"Returned")
SWTR B 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR BB 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR B 1
SWTR B 0 A_JumpIfCloser(70,"Returned")
SWTR AA 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR B 1 A_Explode(14,65,0)

SWTR C 0 A_JumpIfCloser(70,"Returned")
SWTR C 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR CC 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR C 1
SWTR C 0 A_JumpIfCloser(70,"Returned")
SWTR CC 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR C 1

SWTR D 0 A_JumpIfCloser(70,"Returned")
SWTR D 0 A_PlaySoundEx("weapon/flamesword","Weapon")
SWTR DD 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR D 1
SWTR D 0 A_JumpIfCloser(70,"Returned")
SWTR DD 0 A_SeekerMissile(90,90,SMF_PRECISE)
SWTR D 1 A_Explode(14,65,0)

SWTR A 0 A_CountDown
SWTR A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop

Death:
SWTR A 0 A_GiveToTarget("SwordmanSyncFlag",1)
SWTR A 0
SWTR A 1 A_PlaySoundEx("BaBH/Fart","Weapon")
stop
Returned:
SWTR A 0 A_GiveToTarget("SwordmanSyncFlag",1)
SWTR A 0 A_TakeFromTarget("FlameFlag",999)
SWTR A 1 A_PlaySoundEx("weapon/adapterreturn","Body")
stop
}
}


actor SwordManTorso : SwordManTorsoB{Translation "192:192=219:219","198:198=43:43"}
actor SwordManTorsoR : SwordManTorsoB{Translation "192:192=171:171","198:198=41:41"}
actor SwordManTorsoO : SwordManTorsoB{Translation "192:192=104:104","198:198=128:128"}
actor SwordManTorsoP : SwordManTorsoB{Translation "192:192=229:229","198:198=232:232"}


actor CameraFlag : OnceC {}


actor TorsoVelocity : CustomInventory
{
states
{
pickup:
TNT1 A 0 A_GiveToTarget("FlameFlag",1)
TNT1 A 0 ACS_ExecuteAlways(800,0)

TNT1 A 0 A_TakeFromTarget("TorsoSpeed",1)

//Putting this here doesn't work online :/
//TNT1 A 0 A_ChangeVelocity(cos(pitch)*12,0,-sin(pitch)*12,CVF_RELATIVE|CVF_REPLACE)
stop
}
}

actor ReturningTorsoVelocity : CustomInventory
{
states
{
pickup:
TNT1 A 0 A_GiveToTarget("FlameFlag",1)
//TNT1 A 0 A_FaceTarget
TNT1 A 0 ACS_ExecuteAlways(799,0)
stop
}
}

actor FlameSwordB : FlameSword
{
Translation "192:192=219:219","198:198=43:43"
states
{
Spawn:
TNT1 A 0
TNT1 AAAAAA 1 A_SpawnItemEx("FlameSwordTrailB",0,0,0,0,0,0,0,1)
Goto Death
}
}

actor FlameSwordBB : FlameSwordB{translation "192:192=205:205", "198:198=74:74"}
actor FlameSwordBR : FlameSwordB{translation "192:192=171:171", "198:198=41:41"}
actor FlameSwordBO : FlameSwordB{translation "192:192=104:104", "198:198=128:128"}
actor FlameSwordBP : FlameSwordB{translation "192:192=229:229", "198:198=232:232"}

actor FlameSwordTrailB : FlameSwordTrail
{
Bouncetype Classic
+BOUNCEONWALLS
-BOUNCEONFLOORS
+NOEXPLODEFLOOR
Bouncecount 2
BounceFactor 1.0
WallBounceFactor 1.0
damage (15)//13
States
{
Spawn:
SWTR M 0
SWTR M 0 A_ChangeVelocity(10,-25,0,3)
SWTR MNOMNO 1 
stop
}
}

actor FlameSword2B : FlameSword2
{
Translation "192:192=219:219","198:198=43:43"
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAA 1 A_SpawnItemEx("FlameSwordTrail2B",0,0,0,0,0,0,0,1)
Goto Death
}
}

actor FlameSword2BB : FlameSword2B{translation "192:192=205:205", "198:198=74:74"}
actor FlameSword2BR : FlameSword2B{translation "192:192=171:171", "198:198=41:41"}
actor FlameSword2BO : FlameSword2B{translation "192:192=104:104", "198:198=128:128"}
actor FlameSword2BP : FlameSword2B{translation "192:192=229:229", "198:198=232:232"}

actor FlameSwordTrail2B : FlameSwordTrail2
{
Bouncetype Classic
+BOUNCEONWALLS
-BOUNCEONFLOORS
+NOEXPLODEFLOOR
Bouncecount 2
BounceFactor 1.0
WallBounceFactor 1.0
damage (19)
States
{
Spawn:
SWTR M 0 
SWTR M 0 A_ChangeVelocity(10,25,0,3)
SWTR MNOMNO 1 
stop
}
}

actor FSSParkSpawnerB : FSSParkSpawnerC
{
//ReactionTime 10
states
{//Adjusted Xvel speed +5
Spawn:
TNT1 A 1 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(-16, -8),8,random(55,60),random(-15,15),random(0,15),0, 1, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),0,8,random(50,60),random(-15,15),random(-15,15),0, 1, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB",Random(0,16),Random(8, 16),8,random(45,60),random(-15,15),random(0,15),0, 1, 0)
TNT1 A 0 A_CountDown
TNT1 A 1 A_SpawnItemEx("FlameSwordSparkB2",Random(0,16),Random(-16, -8),8,random(55,60),random(-15,15),random(0,15),0, 1, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB2",Random(0,16),0,8,random(50,60),random(-15,15),random(-15,15),0, 1, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB2",Random(0,16),Random(8, 16),8,random(45,60),random(-15,15),random(0,15),0, 1, 0)
TNT1 A 0 A_CountDown
TNT1 A 1 A_SpawnItemEx("FlameSwordSparkB3",Random(0,16),Random(-16, -8),8,random(55,60),random(-15,15),random(0,15),0, 1, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB3",Random(0,16),0,8,random(50,60),random(-15,15),random(-15,15),0, 1, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSparkB3",Random(0,16),Random(8, 16),8,random(45,60),random(-15,15),random(0,15),0, 1, 0)
TNT1 A 0 A_CountDown
loop
}
}

actor FlameSwordSparkB : FlameSwordSpark
{
States
{
Spawn:
SWTR E 0
SWTR EFGH 1
stop
}
}
actor FlameSwordSparkB2 : FlameSwordSparkB{damagetype "FlameSwordSpark2"}
actor FlameSwordSparkB3 : FlameSwordSparkB{damagetype "FlameSwordSpark3"}


actor SwordmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("SwordManTorso",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoB",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoR",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoO",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("SwordManTorsoP",0,0,0,0)
goto Done
}
}

actor SwordmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSwordB",50,0,-16,0,0,-10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSwordBB",50,0,-16,0,0,-10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSwordBR",50,0,-16,0,0,-10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSwordBO",50,0,-16,0,0,-10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSwordBP",50,0,-16,0,0,-10)
goto Done
}
}

actor SwordmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSwordB",25,0,-8,0,0,-5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSwordBB",25,0,-8,0,0,-5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSwordBR",25,0,-8,0,0,-5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSwordBO",25,0,-8,0,0,-5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSwordBP",25,0,-8,0,0,-5)
goto Done
}
}

actor SwordmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSwordB",0,0,0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSwordBB",0,0,0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSwordBR",0,0,0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSwordBO",0,0,0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSwordBP",0,0,0,0,0,0)
goto Done
}
}

actor SwordmanMain4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSwordB",-25,0,8,0,0,10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSwordBB",-25,0,8,0,0,10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSwordBR",-25,0,8,0,0,10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSwordBO",-25,0,8,0,0,10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSwordBP",-25,0,8,0,0,10)
goto Done
}
}

actor SwordmanMain5_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSwordB",-50,0,16,0,0,20)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSwordBB",-50,0,16,0,0,20)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSwordBR",-50,0,16,0,0,20)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSwordBO",-50,0,16,0,0,20)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSwordBP",-50,0,16,0,0,20)
goto Done
}
}






actor SwordmanMain1a_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSword2B",-50,0,16,0,0,20)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSword2BB",-50,0,16,0,0,20)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSword2BR",-50,0,16,0,0,20)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSword2BO",-50,0,16,0,0,20)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSword2BP",-50,0,16,0,0,20)
goto Done
}
}
actor SwordmanMain2a_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSword2B",-25,0,8,0,0,10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSword2BB",-25,0,8,0,0,10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSword2BR",-25,0,8,0,0,10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSword2BO",-25,0,8,0,0,10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSword2BP",-25,0,8,0,0,10)
goto Done
}
}
actor SwordmanMain3a_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSword2B",0,0,0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSword2BB",0,0,0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSword2BR",0,0,0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSword2BO",0,0,0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSword2BP",0,0,0,0,0,0)
goto Done
}
}
actor SwordmanMain4a_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSword2B",25,0,-8,0,0,-5)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSword2BB",25,0,-8,0,0,-5)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSword2BR",25,0,-8,0,0,-5)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSword2BO",25,0,-8,0,0,-5)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSword2BP",25,0,-8,0,0,-5)
goto Done
}
}
actor SwordmanMain5a_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlameSword2B",50,0,-16,0,0,-10)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlameSword2BB",50,0,-16,0,0,-10)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlameSword2BR",50,0,-16,0,0,-10)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlameSword2BO",50,0,-16,0,0,-10)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlameSword2BP",50,0,-16,0,0,-10)
goto Done
}
}