actor RemoteMineBoss : BaseMM8BDMWep_CBM
{
dropitem "RemoteMineWepCDropped"
Weapon.AmmoUse 10
Weapon.AmmoGive 30
Weapon.SlotNumber 5
Inventory.Pickupmessage "$PU_REMOTEMINE"
Obituary "$OB_REMOTEMINE"
weapon.ammotype "JollyRogerAmmo"
weapon.ammotype2 "WetRogerAmmo"
States
{
Spawn:
C_0B D 1
loop
Ready:
PRMI A 0 ACS_ExecuteAlways(998,0,925)
PRMI A 0 A_GunFlash
PRMI A 0 A_JumpIfInventory("PBubbleFlag",1,"ReadyBubble")
PRMI A 1 A_WeaponReady
PRMI A 0 A_JumpIfInventory("PBubbleFlag",1,"ReadyBubble")
PRMI A 1 A_WeaponReady
PRMI A 0 A_JumpIfInventory("PBubbleFlag",1,"ReadyBubble")
PRMI A 1 A_WeaponReady
PRMI A 0 A_JumpIfInventory("PBubbleFlag",1,"ReadyBubble")
PRMI A 1 A_WeaponReady
PRMI A 0 A_JumpIfInventory("PBubbleFlag",1,"ReadyBubble")
PRMI A 1 A_WeaponReady
PRMI A 0 A_GiveInventory("WetRogerAmmo",1)
Goto Ready+2
ReadyBubble:
PRMI A 0 A_JumpIfInventory("WetRogerAmmo",56,"ReadyBubble2")
PRMI A 7 A_WeaponReady
PRMI A 0 A_GiveInventory("WetRogerAmmo",2)
PRMI A 0 A_JumpIfInventory("PBubbleFlag",1,"ReadyBubble")
goto Ready+2
ReadyBubble2:
PRMI A 1 A_WeaponReady
PRMI A 0 A_JumpIfInventory("PBubbleFlag",1,"ReadyBubble2")
goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
PRMI A 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
PRMI A 1 A_Raise
loop

BotFire:
PRMI A 0 A_Jump(16,1)
goto FireH+2
PRMI A 0
goto FireEnd+15

Fire:
PRMI A 0 A_JumpIfNoAmmo("RemoteExplode")
PRMI A 0 A_PlaySoundEx("weapon/GrenadeShot","Weapon")
PRMI A 0 A_TakeInventory("PirateMineSticky",9)
PRMI A 0 A_GiveInventory("PirateMineFlag",1)
PRMI A 0 //A_TakeInventory("JollyRogerAmmo",10)
RPMI A 0 A_GiveInventory("TargetMarkerT",1)
PRMI A 0 A_GiveInventory("PiratemanMain_CI",1)
PRMI B 1
PRMI B 0 A_Refire(1)
goto FireEnd+1
PRMI B 1
PRMI B 0 A_Refire(1)
goto FireEnd+2
PRMI B 1
PRMI B 0 A_Refire(1)
goto FireEnd+3
PRMI B 1
PRMI B 0 A_Refire(1)
goto FireEnd+4
PRMI B 1
PRMI B 0 A_Refire(1)
goto FireEnd+5
PRMI C 1
PRMI C 0 A_Refire(1)
goto FireEnd+5
PRMI C 1
PRMI C 0 A_Refire(1)
goto FireEnd+6
PRMI C 1
PRMI C 0 A_Refire(1)
goto FireEnd+7
PRMI C 1
PRMI C 0 A_Refire(1)
goto FireEnd+8
PRMI C 1
PRMI C 0 A_Refire(1)
goto FireEnd+9
PRMI A 1
PRMI A 0 A_Refire(1)
goto FireEnd+10
PRMI A 1
PRMI A 0 A_Refire(1)
goto FireEnd+11
PRMI A 1
PRMI A 0 A_Refire(1)
goto FireEnd+12
PRMI A 1
PRMI A 0 A_Refire(1)
goto FireEnd+13
PRMI A 1
PRMI A 0 A_Refire(1)
goto FireEnd+14
FireH:
PRMI A 1 A_GiveInventory("PirateMineFlag",1)
PRMI A 0 A_JumpIfInventory("IsBot",1,"BotFire")
PRMI A 0 A_JumpIfInventory("PirateMineFlag",60,2)
PRMI A 0 A_Refire("FireH")
goto FireEnd+15

FireEnd:
PRMI BBBBBCCCCCAAAAA 1 A_GiveInventory("PirateMineSticky",1)
PRMI AAAA 2 A_GiveInventory("PirateMineSticky",1)
PRMI A 0 A_TakeInventory("PirateMineFlag",999)
PRMI A 0 A_ClearRefire
Goto Ready+2


RemoteExplode:
PRMI A 0 A_PlaySoundEx("weapon/adapterreturn","Weapon")
PRMI A 0 A_GiveInventory("JollyRogerAmmo",30)
PRMI A 0 A_GiveInventory("PRemoteFlag",1)
PRMI B 5
PRMI A 5
PRMI A 0 A_TakeInventory("PRemoteFlag",1)
goto Ready+2
Altfire:
PRMI A 0 A_JumpIfInventory("BasicArmor",1,"BubbleDash")
goto AltReal
AltReal:
PRMI DE 4
goto AltHoldReal
AltHoldReal:
PRMI F 0 A_JumpIfInventory("IsUnderWater",1,"UnderWater")
PRMI F 0 A_PlaySound("weapon/WaterSpray",1,0.75)
PRMI F 1 A_GiveInventory("PiratemanAlt_CI",1)
PRMI F 1 //A_GiveInventory("PiratemanAlt_CI",1)
PRMI G 1 A_GiveInventory("PiratemanAlt_CI",1)
PRMI G 0 A_Refire(3)
PRMI ED 3
goto Ready+2
PRMI G 0 A_PlaySound("weapon/WaterSpray",1,0.75)
PRMI G 1 //A_GiveInventory("PiratemanAlt_CI",1)
PRMI H 1 A_GiveInventory("PiratemanAlt_CI",1)
PRMI H 1 //A_GiveInventory("PiratemanAlt_CI",1)
PRMI H 0 A_Refire("AltHoldReal")
PRMI ED 3
goto Ready+2
UnderWater:
PRMI F 0 A_PlaySoundEx("weapon/wrapfire","Weapon")
PRMI FFG 1 A_GiveInventory("PiratemanAlt2_CI",1)
PRMI H 0
PRMI H 0 A_Refire(3)
PRMI ED 3
goto Ready+2
PRMI GHH 1 A_GiveInventory("PiratemanAlt2_CI",1)
PRMI H 0 A_Refire("AltHoldReal")
PRMI ED 3
goto Ready+2
BubbleDash:
PRMI D 0 A_JumpIfInventory("WetRogerAmmo",56,"DashReal")
goto AltReal
DashReal:
PRMI D 0 A_GiveInventory("PirateBDashFlag",1)
PRMI D 2
TNT1 A 1 A_Stop
TNT1 A 0 A_PlaySoundEx("weapon/topspin","Weapon")
TNT1 A 0 //A_SetTranslucent(0.0)
TNT1 A 0 A_GiveInventory("SelfTotallyFrozen",1)
TNT1 A 0 A_TakeInventory("UnSolid",1)
TNT1 A 0 A_ChangeFlag("SOLID",0)
TNT1 A 0 A_GiveInventory("PirateBDashFlag",28)
Dashing:
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,2)
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_ChangeVelocity(34*cos(pitch),0,34*-sin(pitch),3)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_ChangeVelocity(24*cos(pitch),0,24*-sin(pitch),3)
TNT1 A 0 A_SpawnItemEx("BubbleDashExplode",0,0,28,momx,momy,momz,0,8)
TNT1 A 1 A_SpawnItemEx("BubbleDashChecker",0,0,8,momx,momy,momz,0,8)
TNT1 A 0 A_JumpIfInventory("PirateBubblePopped",1,"DashEndPop")
TNT1 A 0 A_TakeInventory("PirateBDashFlag",1)
TNT1 A 0 A_TakeInventory("WetRogerAmmo",2)
TNT1 A 0 A_JumpIfInventory("PirateBDashFlag",1,1)
goto DashEnd
TNT1 A 0 A_JumpIfInventory("IsUnderWater",1,2)
TNT1 A 0 A_Jump(256,3)
TNT1 A 0 A_ChangeVelocity(34*cos(pitch),0,34*-sin(pitch),3)
TNT1 A 0 A_Jump(256,2)
TNT1 A 0 A_ChangeVelocity(24*cos(pitch),0,24*-sin(pitch),3)
TNT1 A 1 A_SpawnItemEx("BubbleDashChecker",0,0,8,momx,momy,momz,0,8)
TNT1 A 0 A_JumpIfInventory("PirateBubblePopped",1,"DashEndPop")
TNT1 A 0 A_TakeInventory("PirateBDashFlag",1)
TNT1 A 0 A_TakeInventory("WetRogerAmmo",2)
TNT1 A 0 A_JumpIfInventory("PirateBDashFlag",1,"Dashing")
goto DashEnd
DashEnd:
TNT1 A 0 A_GiveInventory("SelfTotallyUnfrozen",1)
TNT1 A 0 A_SpawnItemEx("ReSolidifier")
TNT1 A 0 //A_SetTranslucent(1.0)
TNT1 A 0 A_TakeInventory("WetRogerAmmo",999)
TNT1 A 0 A_TakeInventory("PirateBDashFlag",999)
TNT1 A 0 A_TakeInventory("PirateBubblePopped",999)
PRMI D 2
goto Ready+2
DashEndPop:
TNT1 A 0 A_GiveInventory("SelfTotallyUnfrozen",1)
TNT1 A 0 A_ChangeVelocity(-20,0,10,3)
TNT1 A 0 A_SpawnItemEx("ReSolidifier")
TNT1 A 0 //A_SetTranslucent(1.0)
TNT1 A 0 A_TakeInventory("WetRogerAmmo",999)
TNT1 A 0 A_TakeInventory("BasicArmor",999)
TNT1 A 0 A_TakeInventory("BossBasicArmorAmount",999)
TNT1 A 0 A_TakeInventory("PBubbleFlag",999)
TNT1 A 0 A_TakeInventory("PirateBubblePopped",999)
TNT1 A 0 A_TakeInventory("PirateBDashFlag",999)
PRMI D 2
goto Ready+2
NoAmmo:
PRMI A 0
Goto Ready+2

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1 A_JumpIfInventory("PBubbleFlag", 1, "FlashBubble")
goto Flash
FlashBubble:
TNT1 A 1 A_SpawnItemEx("PBubbleFX",0,0,0,momx,momy,momz,0,8,0)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"FlashEnd")
TNT1 A 0 A_JumpIfInventory("PBubbleFlag", 1, "FlashBubble")
TNT1 A 0 A_Jump(256,"FlashEnd")
FlashEnd:
TNT1 A 1 A_SpawnItemEx("PBubbleFXPOP",0,0,-32,momx,momy,momz,0,8,0)
goto Flash
NoFlash:
TNT1 A 0
stop


}
}

actor JollyRogerAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 30
+INVENTORY.IGNORESKILL
}

actor WetRogerAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 56
+INVENTORY.IGNORESKILL
}

actor PirateMineFlag : Inventory
{
inventory.amount 1
inventory.maxamount 60
}

actor PirateMineSticky :OnceC{}
actor PBubbleFlag :OnceC{}

actor PBubbleArmour : BasicArmorPickup
{
armor.saveamount 25
armor.savepercent 99
}

actor PRemoteFlag :OnceC{}
actor PirateBubblePopped :OnceC{}

actor PirateBDashFlag : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 28
}

actor PirateRMine 
{
var int user_Dam;
Translation "198:198=41:41", "195:195=110:110", "199:199=210:210", "202:202=198:198", "204:204=104:104"
PROJECTILE
damagetype "RemoteMineB"
Obituary "$OB_REMOTEMINE"
+SKYEXPLODE
+HEXENBOUNCE
+DONTSPLASH
//+CANBOUNCEWATER
bouncefactor 0.1
wallbouncefactor 0.1
reactiontime 42
Damage (6)
Radius 12
Height 12
speed 36
scale 2.5
States
{
Spawn:
RPMI A 0
REMI A 0 A_SetUserVar("user_Dam",user_Dam+1)
RPMI A 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")

RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI A 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI A 0 A_GiveToTarget("TargetMarkerT",1)
RPMI A 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI A 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
RPMI A 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI B 0 A_GiveToTarget("TargetMarkerT",1)
RPMI B 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")
REMI B 0 A_ScaleVelocity(0.5)//0.60
REMI B 0 A_ChangeVelocity(Cos(pitch)*15,0,-sin(pitch)*15,CVF_RELATIVE)
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI B 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI B 0 ACS_ExecuteAlways(989,0,ACS_ExecuteWithResult(257)+100,0)
RPMI B 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI B 1 A_JumpIfInTargetInventory("PirateMineSticky",1,"Set")
REMI B 0 A_ScaleVelocity(0.5)
REMI B 0 A_ChangeVelocity(Cos(pitch)*15,0,-sin(pitch)*15,CVF_RELATIVE)

RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeath")
loop

Set:
REMI A 0 A_Stop
REMI A 0 A_PlaySound("weapon/rminestick")
REMI A 0 A_SpawnItemEx("PirateRMinePlace",0,0,0,0,0,0,0,1)
stop

Death:
RPMI A 0 A_Stop
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI ACACACACAC 2
goto SDeath
XDeath:
Crash:
RPMI A 0 A_JumpIfInventory("Once",1,"SDeath")
RPMI A 0 A_PlaySound("weapon/rmineexplode")
RPMI A 0 A_GiveToTarget("JollyRogerAmmo",10)
RPMI A 0 
goto DeathEnd
SDeath:
RPMI A 0 A_Stop
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI A 0 A_PlaySound("weapon/rmineexplode")
RPMI A 0 A_GiveToTarget("JollyRogerAmmo",10)
RPMI A 0 A_SpawnItemEx("PirateRMineExplosion",0,0,0,0,0,0,0,1)
goto DeathEnd
DeathEnd:
PRBU ABACADAFAGAHAIAJAKALAMABACADAFAGAHANAPOPO 1
stop
}
}

actor PirateRMineB : PirateRMine{translation "199:199=74:74","195:195=74:74","198:198=74:74","202:202=205:205","204:204=205:205"}
actor PirateRMineR : PirateRMine{translation "199:199=41:41","195:195=41:41","198:198=41:41","202:202=171:171","204:204=171:171"}
actor PirateRMineO : PirateRMine{translation "199:199=128:128","195:195=128:128", "198:198=128:128","202:202=104:104","204:204=104:104"}
actor PirateRMineP : PirateRMine{translation "199:199=232:232","195:195=232:232", "198:198=232:232","202:202=229:229","204:204=229:229"}

actor PirateRMinePlace 
{
PROJECTILE
damagetype "RemoteMineB2"
Obituary "$OB_REMOTEMINE"
+SKYEXPLODE
+DONTSPLASH
reactiontime 42
Damage (2)
Radius 12
Height 12
speed 0
scale 2.5
States
{
Spawn:
RPMI AAAEEE 1 A_JumpIfInTargetInventory("PRemoteFlag",1,"SDeath")
RPMI A 0 A_CountDown
RPMI A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"SDeath")
loop
Death:
RPMI A 0 A_ChangeFlag("DONTBLAST",1)
RPMI A 0 A_Stop
RPMI A 0 A_GiveInventory("ResyncPickup",1)
RPMI ACACACACAC 2
goto SDeath
SDeath:
XDeath:
Crash:
RPMI A 0 A_ChangeFlag("DONTBLAST",1)
RPMI A 0 A_PlaySound("weapon/rmineexplode")
RPMI A 0 A_GiveToTarget("JollyRogerAmmo",10)
RPMI A 0 A_SpawnItemEx("PirateRMineExplosion",0,0,0,0,0,0,0,1)
goto DeathEnd
DeathEnd:
PRBU ABACADAFAGAHAIAJAKALAMABACADAFAGAHANAPOPO 1
stop
}
}


actor PirateRMineExplosion : BasicExplosion
{
damagetype "RemoteMineB"
Obituary "$OB_REMOTEMINE"
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAA 2 A_Explode(9,80,0,0,16)
stop
}
}

actor PirateRMineExplosionX : PirateRMineExplosion
{
States
{
Spawn:
TNT1 A 0
TNT1 AAA 2 A_Explode(7,80,0,0,16)
TNT1 AAAAA 2 A_Explode(6,80,0,0,16)
TNT1 AAAAA 2 A_Explode(5,80,0,0,16)
TNT1 AAAA 2 A_Explode(4,80,0,0,16)
stop
}
}

actor RemoteMineBProtect : PowerProtection
{
Powerup.Duration 16
DamageFactor "RemoteMineB", 0.5
}

actor PiratePushProtect : PowerProtection
{
Powerup.Duration 35
DamageFactor "PiratePush", 0.25
}

actor PiratePushWater
{
translation "199:199=198:198", "202:202=198:198"
PROJECTILE
damage (8)
Obituary "$OB_PIRATEWATER"
DamageType "PiratePush"
renderstyle none
scale 2.5
radius 24//32
height 24//32
speed 30
States
{
Spawn:
TNT1 AAAAAAAA 1 A_SpawnItemEx("PirateWaterTrail2",0,0,0,0,0,0,0,1)
TNT1 A 1 A_SpawnItemEx("PirateWaterTrail",0,0,0,0,0,0,0,1)
stop
}
}

actor PiratePushWaterB : PiratePushWater{translation "199:199=74:74","202:202=205:205"}
actor PiratePushWaterR : PiratePushWater{translation "199:199=41:41","202:202=171:171"}
actor PiratePushWaterO : PiratePushWater{translation "199:199=128:128","202:202=104:104"}
actor PiratePushWaterP : PiratePushWater{translation "199:199=232:232","202:202=229:229"}


actor PiratePushBubbles : PiratePushWater
{
States
{
Spawn:
TNT1 AAAAAAAAAAA 1 A_SpawnItemEx("PirateBubbleTrail2",0,0,0,0,0,0,0,1)
TNT1 A 1 A_SpawnItemEx("PirateBubbleTrail",0,0,0,0,0,0,0,1)
stop
}
}

actor PiratePushBubblesB : PiratePushBubbles{translation "199:199=74:74"}
actor PiratePushBubblesR : PiratePushBubbles{translation "199:199=41:41"}
actor PiratePushBubblesO : PiratePushBubbles{translation "199:199=128:128"}
actor PiratePushBubblesP : PiratePushBubbles{translation "199:199=232:232"}

actor PirateWaterTrail
{
PROJECTILE
+NOINTERACTION
+CLIENTSIDEONLY
+DONTBLAST
Damage (0)
renderstyle translucent
alpha 0.8
scale 1.5
States
{
Spawn:
MWSX RST 1
MWSX T 0 A_SpawnItemEx("PirateWaterTrail2",0,0,0,0,0,0,0,1)
stop
}
}

actor PirateWaterTrail2 : PirateWaterTrail
{
alpha 0.4
scale 1.0
States
{
Spawn:
MWSX RRSSTT 1
stop
}
}

actor PirateBubbleTrail
{
PROJECTILE
+NOINTERACTION
+CLIENTSIDEONLY
+DONTBLAST
Damage (0)
renderstyle translucent
alpha 0.8
scale 1.5
States
{
Spawn:
PRBU XYZ 1
PRBU Z 0 A_SpawnItemEx("PirateBubbleTrail2",0,0,0,0,0,0,0,1)
stop
}
}

actor PirateBubbleTrail2 : PirateBubbleTrail
{
alpha 0.4
scale 1.0
States
{
Spawn:
PRBU XXYYZZ 1
stop
}
}

actor PirateBubbleItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "PIRASI"
inventory.pickupmessage "Luckily you can't pilfer this item."
Scale 2.0
+INVBAR
states
{
Spawn:
PRBU U 1
loop
Use:
TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"Deactivate")
TNT1 A 0 A_JumpIfInventory("WetRogerAmmo",56,"SpawnBubble")
fail
SpawnBubble:
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_JumpIfInventory("PBubbleArmour",1,"Deactivate")
TNT1 A 0 A_GiveInventory("PBubbleArmour")
TNT1 A 0 A_GiveInventory("BossBasicArmorAmount",25)
TNT1 A 0 A_GiveInventory("PBubbleFlag")
TNT1 A 0 A_SpawnItemEx("PBubbleWatcher")
TNT1 A 1
fail
Deactivate:
TNT1 A 0 A_TakeInventory("WetRogerAmmo",1)
TNT1 A 0 A_TakeInventory("BossBasicArmorAmount",999)
TNT1 A 0 A_TakeInventory("BasicArmor",999)
TNT1 A 0 A_TakeInventory("PBubbleFlag",999)
TNT1 A 1
fail
No:
TNT1 A 1
fail
}
}




actor PBubbleWatcher : BasicHelper
{
states
{
Spawn:
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 1
TNT1 A 0 A_JumpIfInTargetInventory("BasicArmor",1,"Spawn")
TNT1 A 1
goto Death
Death:
TNT1 A 0 A_TakeFromTarget("WetRogerAmmo",32)
TNT1 A 0 A_TakeFromTarget("BasicArmor",999)
TNT1 A 0 A_TakeFromTarget("BossBasicArmorAmount",999)
TNT1 A 0 A_TakeFromTarget("PBubbleFlag",999)
TNT1 A 1 A_TakeFromTarget("PBubbleArmour",999)
stop
}
}



actor BubbleDashExplode : BasicExplosion
{
Obituary "$OB_PIRATEBUBBLE"
Damagetype "ClassPainLess"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(10,128,0,0,16)
stop
}
}

actor BubbleDashChecker
{
PROJECTILE
Obituary "$OB_PIRATEBUBBLE"
Damagetype "ClassPainLess"
+DONTSPLASH
+DONTBLAST
+NOEXPLODEFLOOR
+THRUGHOST
+DONTREFLECT
+STEPMISSILE
maxstepheight 16
Damage (0)
radius 16//18
height 48//58//50
Speed 36
scale 2.5
translation "192:192=218:218", "198:198=41:41"
States
{
Spawn:
TNT1 A 0
TNT1 A 0
TNT1 A 1
stop
Crash:
XDeath:
TNT1 A 1
stop

Death:
TNT1 A 0 A_TakeFromTarget("PirateBDashFlag",99)
TNT1 A 1 A_GiveToTarget("PirateBubblePopped",1)
stop
}
}

actor PBubbleFX : DangerTrappedFX {}
actor PBubbleFXPOP : DangerTrappedFXPOP {}


actor PiratemanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PirateRMine",0,1,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PirateRMineB",0,1,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PirateRMineR",0,1,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PirateRMineO",0,1,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PirateRMineP",0,1,-8,0)
goto Done
}
}

actor PiratemanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PiratePushWater",0,0,10,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PiratePushWaterB",0,0,10,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PiratePushWaterR",0,0,10,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PiratePushWaterO",0,0,10,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PiratePushWaterP",0,0,10,0)
goto Done
}
}

actor PiratemanAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("PiratePushBubbles",random(-5,5),0,10,0,0,random(-3,3))
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("PiratePushBubblesB",random(-5,5),0,10,0,0,random(-3,3))
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("PiratePushBubblesR",random(-5,5),0,10,0,0,random(-3,3))
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("PiratePushBubblesO",random(-5,5),0,10,0,0,random(-3,3))
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("PiratePushBubblesP",random(-5,5),0,10,0,0,random(-3,3))
goto Done
}
}