actor ThunderClawBoss : BaseMM8BDMWep_CBM
{
dropitem "ThunderClawWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "$OB_THUNDERCLAW"
Inventory.Pickupmessage "See you in my dreams..."
weapon.ammotype "YoGeekyAmmo"
+WEAPON.NOAUTOAIM
inventory.icon "TCLAWI"
states
{
Spawn:
C_08 D 1
loop
Ready:
CLWH A 0 ACS_ExecuteAlways(998,0,863)
CLWH A 0 A_GunFlash
Ready2:
CLWH A 0 A_JumpIfInventory("ThunderClawCooldown",1,"HandGone")
CLWH A 0 A_JumpIfInventory("ClownShockUp",1,"HandGone")
CLWH A 0 A_JumpIfInventory("ClownShockUpPeg",1,"HandGone")
CLWH A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"HandGone")
CLWH A 1 A_WeaponReady
CLWH A 0 A_GiveInventory("YoGeekyAmmo",1)
loop
Fire:
TNT1 A 0 A_PlaySoundEx("weapon/thunderclaw","Weapon")
TNT1 A 0 A_GiveInventory("ThunderClawCooldown",1)
TNT1 A 0 A_GiveInventory("ClownmanMain_CI",1)
goto HandGone
HandGone:
TNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)
CLWH A 0 A_GiveInventory("YoGeekyAmmo",1)
goto Ready2

AltFire:
CLWH A 0 A_GiveInventory("AltThrow",1)
goto Ready2
NoAmmo:
CLWH A 0
goto Ready2

Deselect:
TNT1 A 0// A_SelectWeapon("ThunderClawBosT")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TNT1 A 1 A_Raise
Loop

Flash:
TNT1 A 0 A_JumpIfInventory("GroundThunderClawOut",1,"FlashClawWait")
TNT1 A 0 A_JumpIfInventory("GroundThunderClawOut2",1,"FlashClawWait")
TNT1 A 0 A_TakeInventory("AltThrow",1)
Flash2:
CLWH C 0 A_JumpIfInventory("IsDead",1,"NoFlash")
CLWH C 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH C 0 A_JumpIfInventory("ClownShockUp",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"FlashAura")
loop
FlashClaw:
TNT1 A 0 A_GiveInventory("ClownmanAlt_CI",1)
TNT1 A 0 A_GiveInventory("GroundThunderClawOut",1)
CLWH GGHH 1 A_GiveInventory("ThunderClawIntoGround")
FlashClawWait:
TNT1 A 1 A_GiveInventory("ThunderClawIntoGround")
TNT1 A 0 A_JumpIfInventory("GroundThunderClawOut",1,"FlashClawWait")
TNT1 A 0 A_JumpIfInventory("GroundThunderClawOut2",1,"FlashClawWait")
FlashClawReturn:
CLWH G 0 A_TakeInventory("AltThrow",1)
CLWH H 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH G 0 A_JumpIfInventory("ClownShockUp",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"FlashAura")
CLWH H 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH H 0 A_JumpIfInventory("ClownShockUp",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"FlashAura")
CLWH G 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH H 0 A_JumpIfInventory("ClownShockUp",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"FlashAura")
CLWH G 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH H 0 A_JumpIfInventory("ClownShockUp",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"FlashAura")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"FlashAura")
goto Flash2
FlashAura:
TNT1 A 0 A_JumpIfInventory("ClownShockFrame",11,"FlashAura4b")
TNT1 A 0 A_GiveInventory("ClownShockFrame",1)
TNT1 A 0 A_JumpIfInventory("ClownShockFrame",9,"FlashAura4")
TNT1 A 0 A_JumpIfInventory("ClownShockFrame",6,"FlashAura3")
TNT1 A 0 A_JumpIfInventory("ClownShockFrame",3,"FlashAura2")
FlashAura1:
CLWH D 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH E 0 A_SpawnItemEx("ClownShockFX1",0,0,0,momx,momy,momz,0,137,0)
goto FlashAuraLoop
FlashAura2:
CLWH E 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH E 0 A_SpawnItemEx("ClownShockFX2",0,0,0,momx,momy,momz,0,137,0)
goto FlashAuraLoop
FlashAura3:
CLWH F 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH E 0 A_SpawnItemEx("ClownShockFX3",0,0,0,momx,momy,momz,0,137,0)
goto FlashAuraLoop
FlashAura4b:
TNT1 A 0 A_TakeInventory("ClownShockFrame",999)
FlashAura4:
CLWH E 1 A_JumpIfInventory("AltThrow",1,"FlashClaw")
CLWH E 0 A_SpawnItemEx("ClownShockFX2",0,0,0,momx,momy,momz,0,137,0)
goto FlashAuraLoop
FlashAuraLoop:
TNT1 A 0 A_GiveInventory("ClownShockPickup",1)
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"FlashSparkle")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"FlashSparkle")
TNT1 A 0 A_JumpIfInventory("ClownShockUp",1,"FlashAura")
goto Flash2
FlashSparkle:
TNT1 A 0 A_SpawnItemEx("ClownSparkle",0,0,0,0,0,0,0,129,0)
goto FlashAura
}
}

actor ThunderClawBosT : ThunderClawBoss
{
Inventory.Pickupmessage "How did you get this?! This isn't a joking matter!"
Weapon.SlotNumber 5
inventory.icon "ClowIcon"
Weapon.AmmoUse 150
states
{
Ready:
CLWH A 0 ACS_ExecuteAlways(998,0,863)
CLWH A 0 A_GunFlash
Ready2:
CLWH A 0 A_JumpIfInventory("ThunderClawCooldown",1,"HandGone")
CLWH A 0 A_JumpIfInventory("ClownShockUp",1,"HandGone")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"HandGone")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"HandGone")
CLWH B 1 A_WeaponReady
CLWH A 0 A_GiveInventory("YoGeekyAmmo",1)
loop
Fire:
TNT1 A 0 A_JumpIfNoAmmo("NoAmmo")
TNT1 A 0 A_PlaySoundEx("weapon/thunderclaw","Weapon")
TNT1 A 0 A_GiveInventory("ThunderClawCooldown",1)
TNT1 A 0 A_GiveInventory("ClownmanMain2_CI",1)
goto HandGone
HandGone:
TNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)
TNT1 A 0 A_GiveInventory("YoGeekyAmmo",1)
goto Ready2
AltFire:
CLWH A 0 A_GiveInventory("AltThrow",1)
goto Ready2
NoAmmo:
CLWH A 0
goto Ready2

Deselect:
TNT1 A 0// A_SelectWeapon("ThunderClawBoss")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TNT1 A 1 A_Raise
Loop
}
}


actor YoGeekyAmmo : Ammo
{
+INVENTORY.IGNORESKILL
inventory.amount 1
inventory.maxamount 375
}

actor ClownShockFrame : Inventory
{
inventory.amount 1
inventory.maxamount 11
}

actor ClownMainFiredF : OnceC{}
actor ClownMainDoneF : OnceC{}

actor ThunderClawCooldown : PowerDamage
{
powerup.duration 30
damagefactor "normal", 1.0
}

actor ClownShockInterval : ThunderClawCooldown
{
powerup.duration 7
}

actor ClownShockUp : ThunderClawCooldown
{
powerup.duration 5
}
actor ClownShockUpPeg : ClownShockUp
{
powerup.duration 120
}
actor ClownShockUpPeg2 : ClownShockUpPeg
{
powerup.duration 15
}

actor GroundThunderClawOut : ThunderClawCooldown
{
powerup.duration 10
}
actor GroundThunderClawOut2 : GroundThunderClawOut
{
powerup.duration 5
}



actor ClownShockFX1
{
scale 2.5
Radius 1
Height 1
- SOLID
+NOGRAVITY
+DONTSPLASH
States
{
Spawn:
TCRN D 0
TCRN D 1
stop
}
}

actor ClownShockFX2 : ClownShockFX1
{
States
{
Spawn:
TCRN E 0
TCRN E 1
stop
}
}

actor ClownShockFX3 : ClownShockFX1
{
States
{
Spawn:
TCRN F 0
TCRN F 1
stop
}
}

actor ClownSparkle
{
+NOGRAVITY
- SOLID
+DONTSPLASH
+THRUGHOST
+CLIENTSIDEONLY
+NOINTERACTION
Radius 1
Height 1
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(148,"F_1","F_2","F_3")
TNT1 A 1
stop
F_1:
TNT1 A 2
TCRN G 2
TNT1 A 2
TCRN G 2
TNT1 A 2
TCRN G 2
TNT1 A 2
TCRN G 2
TNT1 A 2
TCRN G 2
stop
F_2:
TNT1 A 2
TCRN H 2
TNT1 A 2
TCRN H 2
TNT1 A 2
TCRN H 2
TNT1 A 2
TCRN H 2
TNT1 A 2
TCRN H 2
stop
F_3:
TNT1 A 2
TCRN I 2
TNT1 A 2
TCRN I 2
TNT1 A 2
TCRN I 2
TNT1 A 2
TCRN I 2
TNT1 A 2
TCRN I 2
stop
}
}

actor ClownShockRadius : BasicExplosion
{
Obituary "$OB_THUNDERCARNIVAL"
Damagetype "ThunderClawT"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(8,100,0,0,12)
stop
}
}

actor ClownShockRadius2 : ClownShockRadius
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(35,140,0,0,24)
stop
}
}



actor ClownShockPickup : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"Dead")
TNT1 A 0 A_JumpIfInventory("ClownShockInterval",1,"No")
TNT1 A 0 A_GiveInventory("ClownShockInterval",1)
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg",1,"SwingShock")
TNT1 A 0 A_JumpIfInventory("ClownShockUpPeg2",1,"SwingShock")
TNT1 A 0 A_PlaySound("weapon/ClownBall",7,0.65)
TNT1 A 0 A_SpawnItemEx("ClownShockRadius",0,0,28,0,0,0,0,1)
stop
No:
TNT1 A 0
stop
SwingShock:
TNT1 A 0// A_PlaySoundEx("weapon/ClownBall","Body")
TNT1 A 0 A_PlaySound("weapon/ClownBall",7,0.95)
TNT1 A 0 A_SpawnItemEx("ClownShockRadius2",0,0,8,0,0,0,0,1)
goto Sparkle
Dead:
TNT1 A 0
stop
}
}


actor ThunderClawB
{
Translation "192:192=228:228", "198:198=61:61", "199:199=236:236", "202:202=77:77"
PROJECTILE
damagetype "ThunderClaw"
Obituary "$OB_THUNDERCLAW"
//+RIPPER
//+PIERCEARMOR
+FORCEXYBILLBOARD
+DONTREFLECT
ReactionTime 1
damage (30)//40
height 12//8
radius 12//8
Speed 26
scale 2.5
states
{
Spawn:
TCLA G 0
TCLA GGHHIIGGHHIIGGHH 1 A_GiveInventory("ThunderClawB_Pickup",1)
Spawn2:
TCLA IIGG 1 A_GiveInventory("ThunderClawB_Pickup",1)
stop

Death:
TNT1 A 1
stop
}
}

actor ThunderClawBB : ThunderClawB{translation "192:192=205:205", "198:198=74:74", "199:199=74:74", "202:202=205:205"}
actor ThunderClawBR : ThunderClawB{translation "192:192=171:171", "198:198=41:41", "199:199=41:41", "202:202=171:171"}
actor ThunderClawBO : ThunderClawB{translation "192:192=104:104", "198:198=128:128", "199:199=128:128", "202:202=104:104"}
actor ThunderClawBP : ThunderClawB{translation "192:192=229:229", "198:198=232:232", "199:199=232:232", "202:202=229:229"}

actor ThunderClawB_Pickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ThunderClawB_R",0,0,0,0,0,0,180,1)
TNT1 A 0 A_GiveToTarget("ClownShockUp",1)
stop
}
}

actor ThunderClawB2_Pickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ThunderClawB_D")
TNT1 A 0 A_GiveToTarget("ClownShockUp",1)
stop
}
}

Actor ThunderClawB_R : ThunderClawB
{
damagetype "ThunderClawT2"
+RIPPER
+DONTBLAST
ReactionTime 35
Damage (0)
Speed 32
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_RearrangePointers(0,0,2)//Target >> Tracer
SpawnRNG:
TNT1 A 0 A_CountDown
TNT1 A 0 A_JumpIfCloser(64,"Death2")
TNT1 A 0 A_Jump(256,"S_1","S_2","S_3","S_4","S_5","S_6")
S_1:
TCLA GG 0 A_SeekerMissile(90,90,SMF_PRECISE)
TCLA GH 1 A_GiveInventory("ThunderClawB2_Pickup",1)
TCLA H 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
goto SpawnRNG
S_2:
TCLA HH 0 A_SeekerMissile(90,90,SMF_PRECISE)
TCLA HI 1 A_GiveInventory("ThunderClawB2_Pickup",1)
TCLA I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
goto SpawnRNG
S_3:
TCLA I 0 A_SeekerMissile(90,90,SMF_PRECISE)
TCLA IG 1 A_GiveInventory("ThunderClawB2_Pickup",1)
TCLA G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
goto SpawnRNG
S_4:
TCLA G 0 A_SeekerMissile(90,90,SMF_PRECISE)
TCLA GG 1 A_GiveInventory("ThunderClawB2_Pickup",1)
TCLA G 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
goto SpawnRNG
S_5:
TCLA H 0 A_SeekerMissile(90,90,SMF_PRECISE)
TCLA HH 1 A_GiveInventory("ThunderClawB2_Pickup",1)
TCLA H 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
goto SpawnRNG
S_6:
TCLA I 0 A_SeekerMissile(90,90,SMF_PRECISE)
TCLA II 1 A_GiveInventory("ThunderClawB2_Pickup",1)
TCLA I 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death2")
goto SpawnRNG

Death2:
TNT1 A 1
stop
Death:
TNT1 A 0
stop
}
}

actor ThunderClawB_D
{
PROJECTILE
damagetype "ThunderClawT2"
Obituary "$OB_THUNDERCLAW"
+DONTBLAST
+THRUGHOST
Damage(2)//5
//height 10//16
//radius 10//16
States
{
Spawn:
TNT1 A 0
TNT1 A 2
stop
}
}

actor ThunderClawT2Protect : PowerProtection
{
Powerup.Duration 3
DamageFactor "ThunderClawT2", 0.0
}


actor ThunderClawB_FX : ThunderClawFX
{
States
{
Spawn:
TCLA D 0
TCLA D 0 A_JumpIfCloser(32,"Death")
TCLA D 0 A_Jump(256,"Frame1","Frame2","Frame3")
Frame1:
TCLA GH 1
stop
Frame2:
TCLA HI 1
stop
Frame3:
TCLA IG 1
stop
}
}

actor ThunderClawBT : ThunderClawB
{
Obituary "$OB_THUNDERCLAW"
damagetype "ThunderClawT"
+SKYEXPLODE
states
{
Spawn:
THOO D 0
THOO DDDDDDDDDDDDDDDD 1 A_GiveInventory("ThunderClawB_Pickup",1)
THOO D 0 A_Stop
THOO D 0 A_JumpIf(z-floorz<64,"Linger")
THOO D 0 A_SpawnItemEx("ThunderClawPegClown",0,0,0,0,0,0,0,1)
stop
Linger:
THOO D 0
goto Spawn2
Death:
THOO D 0 A_Stop
THOO D 0 A_JumpIf(z-floorz<64,2)
THOO D 0 A_SpawnItemEx("ThunderClawPegClown",0,0,0,0,0,0,0,1)
THOO D 0
stop
}
}


actor ThunderClawBTB : ThunderClawBT{translation "192:192=205:205", "198:198=74:74", "199:199=74:74", "202:202=205:205"}
actor ThunderClawBTR : ThunderClawBT{translation "192:192=171:171", "198:198=41:41", "199:199=41:41", "202:202=171:171"}
actor ThunderClawBTO : ThunderClawBT{translation "192:192=104:104", "198:198=128:128", "199:199=128:128", "202:202=104:104"}
actor ThunderClawBTP : ThunderClawBT{translation "192:192=229:229", "198:198=232:232", "199:199=232:232", "202:202=229:229"}


actor ThunderClawPegClown : ThunderClawPeg
{
//+MOVEWITHSECTOR
-SHOOTABLE
states
{
Spawn:
THOO E 0
THOO E 0 A_TakeFromTarget("YoGeekyAmmo",150)
THOO E 0 A_SpawnItemEx("PegChainTopClown",0,0,19,0,0,0,0,1)
THOO E 0 A_JumpIf(ceilingz - z < 16, 2)
THOO E 0 A_SpawnItemEx("PegChainClown",0,0,9,0,0,20,0,1)
goto Pain.ThunderClaw+1
Spawn2:
THOO E 0 A_GiveInventory("CutterFlag",1)
THOO E 0 A_JumpIfInventory("CutterFlag",350,"Death")
THOO E 1
loop
pain.ThunderClaw:
THOO E 0 A_ChangeFlag("SHOOTABLE",0)
THOO E 0 A_GiveInventory("CutterFlag",1)
THOO E 0 A_JumpIfInventory("CutterFlag",350,"Death")
THOO E 1 ACS_Execute(248,0)
THOO E 0 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn2
TargetClear:
THOO E 0
THOO E 0 A_ClearTarget
THOO E 0 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn2
Death:
THOO E 0
stop
}
}

actor PegChainClown : PegChain
{
+THRUGHOST
States
{
Spawn:
TNT1 A 1 A_SpawnItemEx("PegChainFxClown",0,0,0,0,0,0,0,1)
Loop
}
}

actor PegChainFxClown : PegChainFx
{
Height 8
Radius 8
Reactiontime 350
States
{
Spawn:
THOO F 0
THOO F 0 A_CountDown
THOO F 1 
loop
}
}

actor PegChainTopClown : PegChainTop
{
Height 8
Radius 8
Reactiontime 350
States
{
Spawn:
THOO G 0
THOO G 0 A_CountDown
THOO G 1 
loop
}
}


actor GroundThunderClaw : FastProjectile
{
Translation "192:192=228:228", "198:198=61:61"
radius 8
height 16
//radius 20
//height 20
speed 1000
+DONTBLAST
+RIPPER
+THRUGHOST
damage (0)
reactiontime 5
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CountDown
loop
Death:
TNT1 A 0 A_SpawnItemEx("GroundThunderClaw2",0,0,0,0,0,0,0,1)
stop
}
}

actor GroundThunderClawB : GroundThunderClaw{translation "192:192=205:205", "198:198=74:74"}
actor GroundThunderClawR : GroundThunderClaw{translation "192:192=171:171", "198:198=41:41"}
actor GroundThunderClawO : GroundThunderClaw{translation "192:192=104:104", "198:198=128:128"}
actor GroundThunderClawP : GroundThunderClaw{translation "192:192=229:229", "198:198=232:232"}


actor GroundThunderClaw2
{
PROJECTILE
radius 8
height 16
scale 2.5
Obituary "$OB_THUNDERCLAW"
damagetype "ThunderClawG"
damage (0)

//+NOINTERACTION
+DONTBLAST
+RIPPER
+THRUGHOST
+FLOORHUGGER

reactiontime 6
States
{
Spawn:
TNT1 A 0
TCLB AAABBBCCC 1 A_GiveToTarget("GroundThunderClawOut2",1)
Spawn2:
TCLB C 0 A_PlaySoundEx("weapon/ClownBall","Weapon")
TCLB C 0 A_Explode(5,90,0)
TCLB C 0 A_CountDown
TCLB DDII 1 A_GiveToTarget("GroundThunderClawOut2",1)
TCLB C 0 A_PlaySoundEx("weapon/ClownBall","Weapon")
TCLB C 0 A_Explode(5,90,0)
TCLB C 0 A_CountDown
TCLB GGII 1 A_GiveToTarget("GroundThunderClawOut2",1)
TCLB C 0 A_PlaySoundEx("weapon/ClownBall","Weapon")
TCLB C 0 A_Explode(5,90,0)
TCLB C 0 A_CountDown
TCLB EEII 1 A_GiveToTarget("GroundThunderClawOut2",1)
TCLB C 0 A_PlaySoundEx("weapon/ClownBall","Weapon")
TCLB C 0 A_Explode(5,90,0)
TCLB C 0 A_CountDown
TCLB FFII 1 A_GiveToTarget("GroundThunderClawOut2",1)
loop
Death:
TCLB CCBBAA 1 A_GiveToTarget("GroundThunderClawOut2",1)
stop
}
}

actor ThunderClawIntoGround : CustomInventory
{
States
{
Pickup:
//TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX2",0,24,36)
TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX1",0,24,36-(z+36-floorz)*1/7,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX2",0,24,36-(z+36-floorz)*2/7,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX1",0,24,36-(z+36-floorz)*3/7,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX2",0,24,36-(z+36-floorz)*4/7,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX1",0,24,36-(z+36-floorz)*5/7,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX2",0,24,36-(z+36-floorz)*6/7,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("ThunderClawIntoGroundFX1",0,24,36-(z+36-floorz),0,0,0,0,1)
stop
}
}

actor ThunderClawIntoGroundFX1
{
scale 2.5
- SOLID
+NOGRAVITY
+DONTSPLASH
+CLIENTSIDEONLY
States
{
Spawn:
TCLB K 0
TCLB K 1
stop
}
}

actor ThunderClawIntoGroundFX2 : ThunderClawIntoGroundFX1
{
States
{
Spawn:
TCLB L 0
TCLB L 1
stop
}
}



actor ClownmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ThunderClawB",0,0,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ThunderClawBB",0,0,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ThunderClawBR",0,0,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ThunderClawBO",0,0,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ThunderClawBP",0,0,-8,0)
goto Done
}
}

actor ClownmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("ThunderClawBT",0,0,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("ThunderClawBTB",0,0,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("ThunderClawBTR",0,0,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("ThunderClawBTO",0,0,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("ThunderClawBTP",0,0,-8,0)
goto Done
}
}

actor ClownmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("GroundThunderClaw",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("GroundThunderClawB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("GroundThunderClawR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("GroundThunderClawO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("GroundThunderClawP",0,0,8,0)
goto Done
}
}


