actor AtomicFireBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_2G"
dropitem "AtomicFireWepCDropped"
Weapon.AmmoUse 35
Weapon.AmmoGive 28
Obituary "$OB_ATOMICFIRE"
Inventory.Pickupmessage "Power up! Atomic Shield!"
weapon.ammotype "ZippoAmmo"
inventory.icon "HeatIco1"
States
{
Spawn:
C_02 G 1
loop
Ready:
HEAA A 0 ACS_ExecuteAlways(998,0,DYE_HEATMAN)
goto Ready2
Ready2:
HEAA A 8 A_WeaponReady
HEAA A 0 A_GiveInventory("ZippoAmmo",1)
loop
Deselect:
HEAA AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
HEAA A 1 A_Lower
Loop
Select:
HEAA AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
HEAA A 1 A_Raise
Loop
Fire:
HEAA A 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAA D 2 OffSet(0,45)
HEAA C 2 OffSet(0,60)
HEAA B 2 OffSet(0,77)
HEAA B 0 A_JumpIfInventory("ZippoAmmo",50,"Fire2")
HEAA B 1 OffSet(0,77)
HEAA D 2 OffSet(0,62)
HEAA E 2 OffSet(0,44)
HEAA F 2 OffSet(0,23)
HEAA G 2 OffSet(0,23)A_GiveInventory("HeatmanMain1_CI",1)
Goto FireEnd+1
Fire2:
HEAA C 0 A_ReFire("FireDashBegin")
HEAA B 1 OffSet(0,77)
HEAA D 2 OffSet(0,62)
HEAA E 2 OffSet(0,44)
HEAA F 2 OffSet(0,23)
HEAA G 2 OffSet(0,23)A_GiveInventory("HeatmanAtomicFireCheck_P",1)
goto FireEnd
FireEnd:
HEAA C 0 //A_TakeInventory("ZippoAmmo",35)
HEAA F 2 OffSet(0,23)
HEAA E 2 OffSet(0,30)
//HEAA A 2 A_WeaponReady(14)
Goto Ready2
FireDashBegin:
TNT1 A 0 A_ChangeVelocity(44*cos(pitch),0,44*-sin(pitch),3)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_SpawnItemEX("HeatAtomicTackleBoom1",0,0,28,momx,momy,momz,0,9)
TNT1 A 0 A_GiveInventory("HeatM_BasicArmor_P",1)
TNT1 A 0 A_GiveInventory("SetDynamicArmorDosage_P")
TNT1 A 0 //A_ChangeFlag("INVULNERABLE",1)
TNT1 A 0 A_TakeInventory("UnSolid",1)
TNT1 A 0 A_ChangeFlag("SOLID",0)
TNT1 A 0 //A_GiveInventory("IsInvunFlag",1)
TNT1 A 0 A_GiveInventory("HeatmanFlag",1)
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_PlaySoundEx("weapon/heattackle","Weapon")
TNT1 A 0 A_TakeInventory("ZippoAmmo",50,1)
TNT1 A 0 A_SetArg(4,momz*100000)
TNT1 A 0 A_SetArg(3,momy*100000)
TNT1 A 0 A_SetArg(2,momx*100000)
goto FireDash
FireDashAmmo:
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",1,"FireDash")
goto FireDashEnd
FireDash:
TNT1 A 0 A_ChangeVelocity(Args[2]*0.00001,Args[3]*0.00001,Args[4]*0.00001,CVF_REPLACE)
HEAA B 1 OffSet(0,77)A_TakeInventory("ZippoAmmo",3,1)
TNT1 A 0 A_SpawnItemEX("HeatAtomicTackleBoom2",0,0,28,momx,momy,momz,0,9)
TNT1 A 0 A_ReFire("FireDashAmmo")
goto FireDashEnd
FireDashEnd:
TNT1 A 0
TNT1 A 0 A_ScaleVelocity(0.75)
TNT1 A 0 //A_ChangeFlag("INVULNERABLE",0)
TNT1 A 0 A_SpawnItemEx("ResolidifyPlayer_H")
TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
TNT1 A 0 A_TakeInventory("SemiStunArmor",999)
TNT1 A 0 //A_TakeInventory("IsInvunFlag",999)
TNT1 A 0 A_TakeInventory("HeatmanFlag",999)
TNT1 A 0 SetPlayerProperty(0,0,0)

HEAA B 2 OffSet(0,77)
HEAA C 0 A_TakeInventory("DynamicArmorDosage_F")
HEAA C 2 offset(0,88)A_TakeInventory("BasicArmor")
HEAA D 2 offset(0,99)
HEAA A 2 offset(0,88)
HEAA A 2 offset(0,77)
HEAA A 2 offset(0,67)
HEAA A 2 offset(0,58)
HEAA A 2 offset(0,50)
HEAA A 2 offset(0,43)
HEAA A 2 offset(0,37)
Goto Ready2

AltFire:
HEAA H 0 A_GunFlash("Flash.Shield")
HEAA H 0 A_GiveInventory("SemiStunArmor",1)
HEAA H 0 A_GiveInventory("HeatShieldFrame",1)
HEAA H 0 A_PlaySoundEx("weapon/HeatShield","Body")
HEAA H 2 A_GiveInventory("ZippoAmmo",2)
HEAA H 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop1:
HEAA I 0 A_PlaySoundEx("weapon/HeatShield","Body")
HEAA I 2 A_GiveInventory("ZippoAmmo",2)
HEAA I 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop2:
HEAA I 0 A_JumpIfInventory("ZippoAmmo",0,"Alt_ShieldLoop3")
HEAA I 2 A_GiveInventory("ZippoAmmo",2)
HEAA I 0 A_Refire("Alt_ShieldLoop1")
Goto AltFireEnd
Alt_ShieldLoop3:
HEAA R 0 ACS_ExecuteAlways(998,0,random(60,62),random(5,7))
HEAA R 2 A_GiveInventory("ZippoAmmo",2)
HEAA R 0 A_Refire("Alt_ShieldLoop4")
Goto AltFireEnd
Alt_ShieldLoop4:
HEAA I 0 ACS_ExecuteAlways(998,0,DYE_HEATMAN,1)
HEAA I 0 A_PlaySoundEx("weapon/HeatShield3","Body")
HEAA I 2 A_GiveInventory("ZippoAmmo",2)
HEAA I 0 A_Refire("Alt_ShieldLoop3")
Goto AltFireEnd
AltFireEnd:
HEAA H 0 ACS_ExecuteAlways(998,0,DYE_HEATMAN,1)
HEAA H 0 A_TakeInventory("HeatShieldFrame",999)
HEAA H 0 A_TakeInventory("SemiStunArmor",999)
HEAA H 2 A_TakeInventory("HeatmanFlag",1)
Goto Ready2

Flash.Shield:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
stop
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
stop
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
stop
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"Flash.Shield")
stop
}
}

actor AtomicPillarBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_2G2"
dropitem "AtomicFireWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Obituary "$OB_ATOMICFIRE"
Inventory.Pickupmessage "Power up! Atomic Pillar!?"
weapon.ammotype "ZippoAmmo"
inventory.icon "HeatIco0"
States
{
Spawn:
C_02 G 1
loop
Ready:
HEAA J 0 ACS_ExecuteAlways(998,0,DYE_HEATMAN)
goto Ready2
Ready2:
HEAA J 8 A_WeaponReady
HEAA J 0 A_GiveInventory("ZippoAmmo",1)
loop

Deselect:
HEAA JJJJJJJJJJJJJJJJJJJJJJ 0 A_Lower
HEAA J 1 A_Lower
Loop
Select:
HEAA JJJJJJJJJJJJJJJJJJJJJJ 0 A_Raise
HEAA J 1 A_Raise
Loop

Fire:
HEAA O 2 OffSet(0,40)A_PlaySoundEx("weapon/atomicfire","Weapon")
HEAA N 2 OffSet(0,50)
HEAA M 2 OffSet(0,54)
HEAA M 2 OffSet(0,44)
HEAA N 2 OffSet(0,41)
HEAA O 2 OffSet(0,29)A_GiveInventory("ZippoAmmo",2)
HEAA P 2 OffSet(0,17)A_GiveInventory("HeatmanMain0_CI",1)
HEAA Q 2 OffSet(0,1)
TNT1 A 2
HEAA N 2 offset(0,70)
Goto Ready2

AltFire:
HEAA K 0 A_GunFlash("Flash.Shield")
HEAA K 0 A_GiveInventory("SemiStunArmor",1)
HEAA K 0 A_GiveInventory("HeatShieldFrame",1)
HEAA K 0 A_PlaySoundEx("weapon/HeatShield","Body")
HEAA K 2 A_GiveInventory("ZippoAmmo",2)
HEAA K 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop1:
HEAA L 0 A_PlaySoundEx("weapon/HeatShield","Body")
HEAA L 2 A_GiveInventory("ZippoAmmo",2)
HEAA L 0 A_Refire("Alt_ShieldLoop2")
Goto AltFireEnd
Alt_ShieldLoop2:
HEAA L 0 A_JumpIfInventory("ZippoAmmo",0,"Alt_ShieldLoop3")
HEAA L 2 A_GiveInventory("ZippoAmmo",2)
HEAA L 0 A_Refire("Alt_ShieldLoop1")
Goto AltFireEnd
Alt_ShieldLoop3:
HEAA S 0 ACS_ExecuteAlways(998,0,random(60,62),random(5,7))
HEAA S 2 A_GiveInventory("ZippoAmmo",2)
HEAA S 0 A_Refire("Alt_ShieldLoop4")
Goto AltFireEnd
Alt_ShieldLoop4:
HEAA L 0 ACS_ExecuteAlways(998,0,DYE_HEATMAN,1)
HEAA L 0 A_PlaySoundEx("weapon/HeatShield3","Body")
HEAA L 2 A_GiveInventory("ZippoAmmo",2)
HEAA L 0 A_Refire("Alt_ShieldLoop3")
Goto AltFireEnd
AltFireEnd:
HEAA L 0 ACS_ExecuteAlways(998,0,DYE_HEATMAN,1)
HEAA K 0 A_TakeInventory("HeatShieldFrame",999)
HEAA K 0 A_TakeInventory("SemiStunArmor",999)
HEAA K 2 A_TakeInventory("HeatmanFlag",1)
Goto Ready2

Flash.Shield:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldA",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,1)
goto Flash
TNT1 A 1 A_SpawnItemEx("HeatShieldB",0,0,0,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("HeatShieldFrame",1,"Flash.Shield")
goto Flash
}
}

actor ZippoAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 200
+INVENTORY.IGNORESKILL
}

actor HeatShieldFrame :OnceC{}
actor HeatmanFlag : OnceC{}

actor HeatmanAtomicFireCheck_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",200,"Pickup5")
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",150,"Pickup4")
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",100,"Pickup3")
TNT1 A 0 A_JumpIfInventory("ZippoAmmo",50,"Pickup2")
TNT1 A 0 A_GiveInventory("HeatmanMain1_CI",1)
stop
Pickup2:
TNT1 A 0 A_GiveInventory("HeatmanMain2_CI",1)
stop
Pickup3:
TNT1 A 0 A_GiveInventory("HeatmanMain3_CI",1)
stop
Pickup4:
TNT1 A 0 A_GiveInventory("HeatmanMain4_CI",1)
stop
Pickup5:
TNT1 A 0 A_GiveInventory("HeatmanMain5_CI",1)
stop
}
}

actor HeatShieldA
{
scale 2.5
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+DONTBLAST
+NOINTERACTION
+DONTSPLASH
+NOTIMEFREEZE
+BRIGHT
States
{
Spawn:
HEAP S 0
HEAP S 1
stop
}
}
actor HeatShieldB : HeatShieldA
{
States
{
Spawn:
HEAP T 0
HEAP T 1
stop
}
}

actor HeatBlastS
{
Translation "192:192=229:229", "198:198=41:41"
PROJECTILE
damagetype "HeatM_Toss"
Obituary "$OB_ATOMICFIRE"
-NOGRAVITY
+BRIGHT
Damage (70)
Radius 7
Height 6
speed 28
Scale 2.5
States
{
Spawn:
HEAP A 0
HEAP A 0 ThrustThingZ(0,16,0,1)
HEAP AAABBBCCC 1
goto Spawn+2
XDeath:
Crash:
TNT1 A 0
stop
Death:
TNT1 A 0 A_JumpIf(CeilingZ - FloorZ <=48 , "FireCheckOnly")
TNT1 A 0 A_SpawnItemEx("HeatPillarFall",0,0,0,0,0,0,0,1)
stop
FireCheckOnly:
TNT1 A 0 A_SpawnItemEx("CBM_OilPitIgnite",0,0,-16)
stop
}
}

actor HeatBlastSB : HeatBlastS{translation "192:192=205:205","198:198=74:74"}
actor HeatBlastSR : HeatBlastS{translation "192:192=171:171","198:198=41:41"}
actor HeatBlastSO : HeatBlastS{translation "192:192=104:104","198:198=128:128"}
actor HeatBlastSP : HeatBlastS{translation "192:192=229:229","198:198=232:232"}

actor HeatBlastM : HeatBlastS
{
speed 34
}

actor HeatBlastMB : HeatBlastSB{speed 34}
actor HeatBlastMR : HeatBlastSR{speed 34}
actor HeatBlastMO : HeatBlastSO{speed 34}
actor HeatBlastMP : HeatBlastSP{speed 34}

actor HeatBlastF : HeatBlastS
{
speed 38
}

actor HeatBlastFB : HeatBlastSB{speed 38}
actor HeatBlastFR : HeatBlastSR{speed 38}
actor HeatBlastFO : HeatBlastSO{speed 38}
actor HeatBlastFP : HeatBlastSP{speed 38}

actor HeatPillarFall : HeatBlastS
{
+NOEXPLODEFLOOR
Obituary "$OB_ATOMICFIRE"
damagetype "HeatM_Pillar"
Damage (70)
Speed 0
States
{
Spawn:
HEAP A 0 
HEAP AAABBBCCC 1 A_JumpIf(z-floorz<7,"FlameStart")
loop
FlameStart:
TNT1 A 0 A_SpawnItemEx("CBM_OilPitIgnite",0,0,8)
TNT1 A 0 A_SpawnItemEx("HeatPillar1",0,0,0,0,0,0,0,1)
stop
Death:
TNT1 A 0 
stop
}
}

actor HeatPillar1 : HeatPillarFall
{
+NOGRAVITY
+FLOORHUGGER
Damage (20)
Height 20
States
{
Spawn:
HEAP D 2
HEAP D 1 A_SpawnItemEx("HeatPillar2",0,0,0,0,0,0,0,1)
HEAP EFDEFDEFDEFDEFDEFD 3
stop
}
}

actor HeatPillar2 : HeatPillar1
{
Height 40
States
{
Spawn:
HEAP H 2
HEAP H 1 A_SpawnItemEx("HeatPillar3",0,0,0,0,0,0,0,1)
HEAP IGHIGHIGHIGHIGHIG 3
stop
}
}

actor HeatPillar3 : HeatPillar1
{
Height 60
States
{
Spawn:
HEAP L 2
HEAP L 1 A_SpawnItemEx("HeatPillar4",0,0,0,0,0,0,0,1)
HEAP JKLJKLJKLJKLJKLJ 3
stop
}
}

actor HeatPillar4 : HeatPillar1
{
Height 80
States
{
Spawn:
HEAP M 2
HEAP M 1 A_SpawnItemEx("HeatPillar5",0,0,0,0,0,0,0,1)
HEAP NOMNOMNOMNOMNOM 3
stop
}
}

actor HeatPillar5 : HeatPillar1
{
Height 100
States
{
Spawn:
HEAP QRPQRPQRPQRQRP 3
stop
}
}

actor HeatAtomicTackleBoom1 : BasicExplosion
{
damagetype "HeatM_Tackle"
Obituary "$OB_ATOMICTACKLE"
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(120,96,0,0,24)
stop
}
}

actor HeatAtomicTackleBoom2 : HeatAtomicTackleBoom1
{
damagetype "HeatM_Tackle"
States
{
Spawn:
TNT1 A 0//A_Explode(70,116,0,0,8)
TNT1 A 0 A_SpawnItemEX("HeatAtomicTackleFX",0,0,4,0,0,0,0,1)
TNT1 A 2 A_Explode(ACS_NamedExecuteWithResult("cbm_getplayervelocity",30,1)*2.34+10,116,0,0,24)
stop
}
}

actor HeatAtomicTackleFX : BasicClientSide
{
+BRIGHT
States
{
Spawn:
TNT1 A 0
TNT1 A 1
HEAP UVW 5
stop
}
}

actor HeatTackleShot1
{
Translation "192:192=229:229", "198:198=41:41"
PROJECTILE
damagetype "HeatM_Shot"
Obituary "$OB_ATOMICFIRE"
+FORCEXYBILLBOARD
+BRIGHT
damage (150)
Radius 6
Height 6
speed 40
scale 2.5
States
{
Spawn:
X_2G AB 3
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("CBM_OilPitIgnite",0,0,8)
stop
}
}

actor HeatTackleShot1B : HeatTackleShot1{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot1R : HeatTackleShot1{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot1O : HeatTackleShot1{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot1P : HeatTackleShot1{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot2 : HeatTackleShot1
{
damage (200)
Radius 8
Height 8
speed 41
States
{
Spawn:
X_2G DAB 3
loop
}
}

actor HeatTackleShot2B : HeatTackleShot2{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot2R : HeatTackleShot2{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot2O : HeatTackleShot2{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot2P : HeatTackleShot2{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot3 : HeatTackleShot1
{
damage (250)
Radius 10
Height 10
speed 42
States
{
Spawn:
X_2G DCA 3
loop
}
}

actor HeatTackleShot3B : HeatTackleShot3{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot3R : HeatTackleShot3{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot3O : HeatTackleShot3{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot3P : HeatTackleShot3{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot4 : HeatTackleShot1
{
damage (300)
Radius 13
Height 13
speed 43
States
{
Spawn:
X_2G FCD 3
loop
}
}

actor HeatTackleShot4B : HeatTackleShot4{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot4R : HeatTackleShot4{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot4O : HeatTackleShot4{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot4P : HeatTackleShot4{translation "192:192=229:229","198:198=232:232"}

actor HeatTackleShot5 : HeatTackleShot1
{
damage (350)
Radius 18
Height 18
speed 44
States
{
Spawn:
X_2G FED 3
loop
}
}

actor HeatTackleShot5B : HeatTackleShot5{translation "192:192=205:205","198:198=74:74"}
actor HeatTackleShot5R : HeatTackleShot5{translation "192:192=171:171","198:198=41:41"}
actor HeatTackleShot5O : HeatTackleShot5{translation "192:192=104:104","198:198=128:128"}
actor HeatTackleShot5P : HeatTackleShot5{translation "192:192=229:229","198:198=232:232"}

actor HeatmanMain0_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatBlastS",random(5,-5),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastM",random(7,-7),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastF",random(9,-9),1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatBlastSB",random(5,-5),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMB",random(7,-7),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFB",random(9,-9),1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatBlastSR",random(5,-5),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMR",random(7,-7),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFR",random(9,-9),1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatBlastSO",random(5,-5),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMO",random(7,-7),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFO",random(9,-9),1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatBlastSP",random(5,-5),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastMP",random(7,-7),0,0,0)
TNT1 A 0 A_FireCustomMissile("HeatBlastFP",random(9,-9),1,0,0)
goto Done
}
}

actor HeatmanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1",0,0,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1B",0,0,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1R",0,0,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1O",0,0,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot1P",0,0,0,0)
goto Done
}
}

actor HeatmanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2B",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2R",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2O",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot2P",0,1,0,0)
goto Done
}
}

actor HeatmanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3B",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3R",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3O",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot3P",0,1,0,0)
goto Done
}
}

actor HeatmanMain4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4B",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4R",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4O",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot4P",0,1,0,0)
goto Done
}
}

actor HeatmanMain5_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5",0,1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5B",0,1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5R",0,1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5O",0,1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("HeatTackleShot5P",0,1,0,0)
goto Done
}
}


