actor WilyGunBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_2I"
dropitem "WaveBusterWepCDropped"
weapon.preferredskin "Base-Wily"
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Obituary "$OB_WILYPAN"
weapon.ammotype "WahweeAmmo"
States
{
Spawn:
C_02 I 1
loop
Ready:
WICH A 0 ACS_ExecuteAlways(998,0,DYE_DRWILYC)
WICH A 1 A_GunFlash
WICH A 0 ACS_ExecuteAlways(991,0,DYE_DRWILYC)
goto Ready1
Ready1:
WICH A 0 A_JumpIfInventory("WahweeAmmo",2,"Ready2")
WICH A 5 A_WeaponReady(WRF_NOPRIMARY)
WICH A 0 A_GiveInventory("CapsuleAmmo",1)
WICH A 0 A_GiveInventory("WahweeAmmo",1)
loop
Ready2:
WICH A 5 A_WeaponReady
WICH A 0 A_GiveInventory("CapsuleAmmo",1)
WICH A 0 A_GiveInventory("WahweeAmmo",1)
loop
Deselect:
WICH AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
WICH A 1 A_Lower
Loop
Select:
WICH AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
WICH A 1 A_Raise
Loop
Fire:
WICH A 0 A_JumpIfInventory("DrWily_PanFlag",1,"FireReady")
WICH A 0 A_JumpIfInventory("WahweeAmmo",2,"Fire2")
goto NoAmmo
Fire2:
WICH A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
WICH A 0 A_JumpIfInventory("WilyNoFiredFlag",1,"Fire3")
WICH A 0 A_GiveInventory("DrWilyMain1_CI",1)
WICH BC 3
WICH A 3 OffSet(6,38)A_GiveInventory("WilyNoFiredFlag",1)
WICH A 3 A_WeaponReady(14)
goto Ready1
Fire3:
WICH A 0 A_GiveInventory("DrWilyMain2_CI",1)
WICH BC 3
WICH A 3 OffSet(6,38)A_TakeInventory("WilyNoFiredFlag",1)
WICH A 3 A_WeaponReady(14)
goto Ready1
FireReady:
WICH A 1 OffSet(18,92)A_TakeInventory("DrWily_PanFlag")
WICH A 1 OffSet(9,62)A_TakeInventory("DrWily_PanFlag")
goto Ready1

Altfire:
WICH A 0 A_JumpIfInventory("DrWily_PanFlag",1,"Altfire2")
WICH A 0 A_PlaySoundEx("B_Toad/Swipe","Weapon")
WICH F 1 OffSet(20,34)A_JumpIfInventory("PowerRage_ST",1,1)
WICH F 1 OffSet(35,46)A_GiveInventory("DrWilyAltX_CI",1)
WICH F 1 OffSet(51,57)A_JumpIfInventory("PowerRage_ST",1,1)
WICH F 1 OffSet(67,68)
WICH F 1 OffSet(83,79)A_JumpIfInventory("PowerRage_ST",1,1)
WICH G 1 OffSet(75,85)
WICH G 1 OffSet(91,98)A_JumpIfInventory("PowerRage_ST",1,1)
WICH G 1 OffSet(106,113)
WICH G 1 OffSet(120,130)A_JumpIfInventory("PowerRage_ST",1,1)
WICH G 1 OffSet(133,149)
WICH G 1 OffSet(145,170)A_JumpIfInventory("PowerRage_ST",1,1)
WICH G 1 OffSet(156,193)
TNT1 A 12 A_GiveInventory("DrWily_PanFlag",1)
TNT1 A 14 A_WeaponReady
goto FireReady
Altfire2:
WICH D 0 A_PlaySoundEx("B_Toad/Swipe","Weapon")
WICH D 1 OffSet(-50,60)A_JumpIfInventory("PowerRage_ST",1,1)
WICH D 1 OffSet(-72,45)A_GiveInventory("DrWilyAltX2_CI",1)
WICH D 1 OffSet(-95,33)A_JumpIfInventory("PowerRage_ST",1,1)
WICH D 1 OffSet(-119,24)
WICH D 1 OffSet(-144,18)A_JumpIfInventory("PowerRage_ST",1,1)
WICH D 1 OffSet(-170,24)
WICH E 1 OffSet(-130,28)A_JumpIfInventory("PowerRage_ST",1,1)
WICH E 1 OffSet(-157,47)
WICH E 1 OffSet(-183,67)A_JumpIfInventory("PowerRage_ST",1,1)
WICH E 1 OffSet(-208,89)
WICH E 1 OffSet(-232,114)A_JumpIfInventory("PowerRage_ST",1,1)
WICH E 1 OffSet(-255,143)

TNT1 A 12 A_TakeInventory("DrWily_PanFlag")
TNT1 A 14 A_WeaponReady
goto FireReady

NoAmmo:
WICH A 0
Goto Ready1
Transform:
WICH A 0 A_GiveInventory("WilySkullSuit_Pickup",1)
WICH A 1
Loop
Flash:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 2//50
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 2
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 2
TNT1 AAAAAAAAAAAAA 2//26
TNT1 A 0 A_TakeInventory("WilyNoSuitWeakness",9)
TNT1 A 0 A_TakeInventory("GuardDownFlag",9)
TNT1 A 1
stop
}
}

actor DrWily_PanFlag : Inventory
{
inventory.amount 1
inventory.maxamount 2
}
actor WilyNoFiredFlag : OnceC {}

actor WilySkullSuit_Pickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("WilySkullSuitBoss",1)

TNT1 A 0 A_TakeInventory("WilyGunBoss",1)
TNT1 A 0 A_TakeInventory("CapsuleAmmo",28)
TNT1 A 0 A_TakeInventory("WilySkullSuitItem",1)
TNT1 A 0 A_GiveInventory("WilyCapsuleItem",1)

TNT1 A 0 A_TakeInventory("GuardDownFlag",99)
TNT1 A 0 A_TakeInventory("WilyNoSuitWeakness",99)
stop
}
}

actor WilyCapsule_Pickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(975,0)==2,"Death")
TNT1 A 0 ACS_NamedExecuteAlways("core_flyplayer",0,0,2)
TNT1 A 0 A_GiveInventory("WilyCapsuleFireBoss",1)
TNT1 A 0 A_GiveInventory("WilyCapsuleIceBoss",1)

TNT1 A 0 A_TakeInventory("WilyGunBoss",1)
TNT1 A 0 A_TakeInventory("WilySkullSuitBoss",1)
TNT1 A 0 A_TakeInventory("WilyCapsuleItem",1)

TNT1 A 0 A_GiveInventory("WilySandalsItem",1)
TNT1 A 0 A_TakeInventory("WilyNoSuitWeakness",99)
stop
}
}

actor WilySandals_Pickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("core_flyplayer",0,0,0)
TNT1 A 0 A_GiveInventory("WilyGunBoss",1)

TNT1 A 0 A_TakeInventory("WilySkullSuitBoss",1)
TNT1 A 0 A_TakeInventory("WilyCapsuleFireBoss",1)
TNT1 A 0 A_TakeInventory("WilyCapsuleIceBoss",1)
TNT1 A 0 A_TakeInventory("WilySandalsItem",1)
TNT1 A 0 A_TakeInventory("WahweeAmmo",28)
TNT1 A 0 A_TakeInventory("CapsuleAmmo",28)
TNT1 A 0 A_TakeInventory("WilyCapsuleFlagDelay",999)
TNT1 A 0 A_GiveInventory("WilySkullSuitItem",1)

TNT1 A 0 A_GiveInventory("GuardDownFlag",1)
TNT1 A 0 A_GiveInventory("WilyNoSuitWeakness",1)
stop
}
}


actor WilySandalsItem : BasicClassItem
{
inventory.icon "WilyIcon"
inventory.pickupmessage "Picked up Ninja Wily Item."
Tag "Wily Capsule Escape"
states
{
Spawn:
WICH X 1
loop
Use:
TNT1 A 0 A_TakeInventory("WilyCapsuleFlagDelay",999)
TNT1 A 1 A_GiveInventory("WilySandals_Pickup",1)
stop
}
}

actor WilyCapsuleItem : BasicClassItem
{
inventory.icon "CapIcon"
inventory.pickupmessage "Wily Capsule, only 7 payments of $19.95."
Tag "Wily Capsule Equip"
states
{
Spawn:
WICH Y 1
loop
Use:
TNT1 A 0 A_JumpIfInventory("CapsuleAmmo",28,"Use2")
fail
Use2:
TNT1 A 1 A_GiveInventory("WilyCapsule_Pickup",1)
stop
}
}

actor WilySkullSuitItem : BasicClassItem
{
inventory.icon "SSIcon"
inventory.pickupmessage "Picked up Amazing Wily Armor!"
Tag "Wily Suit Equip"
states
{
Spawn:
WICH Z 1
loop
Use:
TNT1 A 0 A_JumpIfInventory("CapsuleAmmo",28,"Use2")
fail
Use2:
TNT1 A 1 A_GiveInventory("WilySkullSuit_Pickup",1)
stop
}
}


actor WilySkullSuitBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_2I2"
dropitem "WaveBusterWepCDropped"
weapon.preferredskin "SkullSuit-Wily"
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Weapon.AmmoUse2 1
Weapon.AmmoGive2 0
Obituary "$OB_WILYSKULL"
weapon.ammotype "WahweeAmmo"
weapon.ammotype2 "WahweeAmmo"
+WEAPON.Alt_AMMO_OPTIONAL
States
{
Spawn:
C_02 I 1
loop
Ready:
WICH H 0 ACS_ExecuteAlways(998,0,DYE_DRWILYCSUIT)
WICH H 0 A_GunFlash
Goto Ready2
Ready2:
WICH H 8 A_WeaponReady
WICH H 0 A_GiveInventory("WahweeAmmo",2)
loop
Deselect:
WICH HHHHHHHHHHHHHHHHHHHHHH 0 A_Lower
WICH H 1 A_Lower
Loop
Select:
WICH HHHHHHHHHHHHHHHHHHHHHH 0 A_Raise
WICH H 1 A_Raise
Loop
Fire:
WICH H 0 A_JumpIfInventory("WahweeAmmo",26,"Fire1")
WICH H 0 A_JumpIfInventory("WahweeAmmo",14,"Fire2")
WICH H 0 A_JumpIfInventory("WahweeAmmo",1,"Fire3")
WICH H 0 A_PlaySoundEx("weapon/mbuster","Weapon")
WICH H 0 A_GiveInventory("DrWilyAlt4_CI",1)
WICH JI 3
WICH H 2
WICH H 0 A_Refire
goto Ready2
Fire1:
WICH H 0 A_PlaySoundEx("weapon/wilyshot4","Weapon")
WICH H 0 A_GiveInventory("DrWilyAlt1_CI",1)
WICH H 0 A_TakeInventory("WahweeAmmo",4,1)
WICH JI 3
WICH H 6
WICH H 0 A_Refire
goto Ready2
Fire2:
WICH H 0 A_PlaySoundEx("weapon/wilyshot3","Weapon")
WICH H 0 A_GiveInventory("DrWilyAlt2_CI",1)
WICH H 0 A_TakeInventory("WahweeAmmo",2,1)
WICH JI 3
WICH H 4
WICH H 0 A_Refire
goto Ready2
Fire3:
WICH H 0 A_PlaySoundEx("weapon/wilyshot2","Weapon")
WICH H 0 A_GiveInventory("DrWilyAlt3_CI",1)
WICH H 0 A_TakeInventory("WahweeAmmo",1,1)
WICH JI 3
WICH H 2
WICH H 0 A_Refire
goto Ready2
AltFire:
WICH H 0 A_PlaySoundEx("weapon/mbuster","Weapon")
WICH H 0 A_JumpIfInventory("WilyNoFiredFlag",1,"AltFire2")
WICH H 0 A_GiveInventory("DrWilyMain1_CI",1)
WICH J 3
WICH I 3 A_GiveInventory("WilyNoFiredFlag",1)
WICH H 6
goto Ready2
AltFire2:
WICH H 0 A_GiveInventory("DrWilyMain2_CI",1)
WICH J 3
WICH I 3 A_TakeInventory("WilyNoFiredFlag",1)
WICH H 6
goto Ready2

/*Altfire:
WICH H 1 A_JumpIfInventory("WahweeAmmo", 1, "Fly")
Goto Ready
Fly:
WICH H 0 SetPlayerProperty(0,1,3)
WICH H 0 A_Recoil(-3)
WICH H 0 ThrustThingZ(0,1,0,1)
WICH H 0 A_PlaySoundEX("weapon/superboost","Weapon")
WICH H 0 A_SpawnItemEX("BoosterFX",0,-10,0,0,0,0,0,0)
WICH H 1 A_SpawnItemEX("BoosterFX",0,10,0,0,0,0,0,0))
WICH H 0 ThrustThingZ(0,1,0,1)
WICH H 0 A_PlaySoundEX("weapon/superboost","Weapon")
WICH H 0 A_SpawnItemEX("BoosterFX",0,-10,0,0,0,0,0,0)
WICH H 1 A_SpawnItemEX("BoosterFX",0,10,0,0,0,0,0,0))
WICH H 0 ThrustThingZ(0,1,0,1)
WICH H 0 A_PlaySoundEX("weapon/superboost","Weapon")
WICH H 0 A_SpawnItemEX("BoosterFX",0,-10,0,0,0,0,0,0)
WICH H 1 A_SpawnItemEX("BoosterFX",0,10,0,0,0,0,0,0))
WICH H 0 ThrustThingZ(0,1,0,1)
WICH H 0 A_PlaySoundEX("weapon/superboost","Weapon")
WICH H 0 A_SpawnItemEX("BoosterFX",0,-10,0,0,0,0,0,0)
WICH H 1 A_SpawnItemEX("BoosterFX",0,10,0,0,0,0,0,0))
WICH H 0 ThrustThingZ(0,1,0,1)
WICH H 0 A_PlaySoundEX("weapon/superboost","Weapon")
WICH H 0 A_SpawnItemEX("BoosterFX",0,-10,0,0,0,0,0,0)
WICH H 1 A_SpawnItemEX("BoosterFX",0,10,0,0,0,0,0,0))
WICH H 0 A_TakeInventory("WahweeAmmo", 1)
WICH H 0 A_Refire
Goto Ready*/

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 AAAAAAAAAAAAAAA 1
TNT1 A 0 A_GiveInventory("CapsuleAmmo",1)
loop

NoAmmo:
WICH H 0
Goto Ready2
}
}


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



actor WilyNoShot
{
Translation "192:192=228:228","198:198=253:253"
PROJECTILE
damagetype "DrWily_Wave"
Obituary "$OB_WILYSHOT"
//+DONTSEEKINVISIBLE//
//+SEEKERMISSILE
//+SCREENSEEKER
+BRIGHT
//ReactionTime 30
damage (120)
Radius 10
Height 10
speed 35
scale 3.0
States
{
Spawn://WaveBuster CopyWep sprites
TNT1 A 1
XH0C VV 1 A_Changevelocity(0,-3,0,1)
XH0C W 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C X 0 A_Changevelocity(0,18,0,1)
goto Spawn1
Spawn1:
XH0C XVW 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,-6,0,1)
XH0C V 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,-6,0,1)
XH0C WXV 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,6,0,1)
XH0C X 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,6,0,1)

XH0C VWX 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,-6,0,1)
XH0C W 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,-6,0,1)
XH0C XVW 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,6,0,1)
XH0C V 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,6,0,1)

XH0C WXV 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,-6,0,1)
XH0C X 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,-6,0,1)
XH0C VWX 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,6,0,1)
XH0C W 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,6,0,1)
loop
/*
Spawn2:
TNT1 A 1
XH0C V 2 A_SeekerMissile(2,10,3,50,6)
XH0C V 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C W 2 A_SeekerMissile(2,10,3,50,6)
XH0C W 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C X 2 A_SeekerMissile(2,10,3,50,6)
XH0C X 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C X 0 A_CountDown
Goto Spawn2+1
*/
Death:
TNT1 A 1
stop
}
}

actor WilyNoShotB : WilyNoShot{translation "192:192=205:205","198:198=74:74"}
actor WilyNoShotR : WilyNoShot{translation "192:192=171:171","198:198=41:41"}
actor WilyNoShotO : WilyNoShot{translation "192:192=104:104","198:198=128:128"}
actor WilyNoShotP : WilyNoShot{translation "192:192=229:229","198:198=232:232"}

actor WilyNoShot2 : WilyNoShot
{
States
{
Spawn:
TNT1 A 1
XH0C VV 1 A_Changevelocity(0,3,0,1)
XH0C W 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C X 0 A_Changevelocity(0,-18,0,1)
goto Spawn1
Spawn1:
XH0C XVW 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,6,0,1)
XH0C V 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,6,0,1)
XH0C WXV 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,-6,0,1)
XH0C X 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,-6,0,1)

XH0C VWX 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,6,0,1)
XH0C W 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,6,0,1)
XH0C XVW 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,-6,0,1)
XH0C V 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,-6,0,1)

XH0C WXV 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,6,0,1)
XH0C X 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C XX 1 A_Changevelocity(0,6,0,1)
XH0C VWX 2 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C VV 1 A_Changevelocity(0,-6,0,1)
XH0C W 0 A_SpawnItemEx("WilyNoShotFX",0,0,0,0,0,0,0,1)
XH0C WW 1 A_Changevelocity(0,-6,0,1)
loop
}
}
actor WilyNoShot2B : WilyNoShot2{translation "192:192=205:205","198:198=74:74"}
actor WilyNoShot2R : WilyNoShot2{translation "192:192=171:171","198:198=41:41"}
actor WilyNoShot2O : WilyNoShot2{translation "192:192=104:104","198:198=128:128"}
actor WilyNoShot2P : WilyNoShot2{translation "192:192=229:229","198:198=232:232"}

actor WilyNoShotFX : BasicClientSide
{
+BRIGHT
scale 2.0
States
{
Spawn:
TNT1 A 1
XH0C VWX 2
stop
}
}

actor WilyShot1
{
Translation "192:192=228:228","198:198=253:253"
PROJECTILE
damagetype "DrWily_Suit"
Obituary "$OB_WILYSKULL"
+BRIGHT
Damage (240)
radius 28//40
height 28
Speed 26
scale 2.5//5
States
{
Spawn:
TNT1 A 0
TNT1 A 1
WISS ST 3
goto Spawn+2
}
}


actor WilyShot1B : WilyShot1{translation "192:192=205:205","198:198=74:74"}
actor WilyShot1R : WilyShot1{translation "192:192=171:171","198:198=41:41"}
actor WilyShot1O : WilyShot1{translation "192:192=104:104","198:198=128:128"}
actor WilyShot1P : WilyShot1{translation "192:192=229:229","198:198=232:232"}

actor WilyShot2 : WilyShot1
{
Damage (200)
radius 22
height 22
States
{
Spawn:
TNT1 A 0
TNT1 A 1
WISS UV 3
goto Spawn+2
}
}

actor WilyShot2B : WilyShot2{translation "192:192=205:205","198:198=74:74"}
actor WilyShot2R : WilyShot2{translation "192:192=171:171","198:198=41:41"}
actor WilyShot2O : WilyShot2{translation "192:192=104:104","198:198=128:128"}
actor WilyShot2P : WilyShot2{translation "192:192=229:229","198:198=232:232"}

actor WilyShot3 : WilyShot1
{
Damage (150)
radius 16
height 16
States
{
Spawn:
TNT1 A 0
TNT1 A 1
WISS WX 3
goto Spawn+2
}
}

actor WilyShot3B : WilyShot3{translation "192:192=205:205","198:198=74:74"}
actor WilyShot3R : WilyShot3{translation "192:192=171:171","198:198=41:41"}
actor WilyShot3O : WilyShot3{translation "192:192=104:104","198:198=128:128"}
actor WilyShot3P : WilyShot3{translation "192:192=229:229","198:198=232:232"}

actor WilyShot4 : WilyShot1
{
Damage (100)
radius 10
height 10
States
{
Spawn:
TNT1 A 0
TNT1 A 1
WISS YZ 3
goto Spawn+2
}
}

actor WilyShot4B : WilyShot4{translation "192:192=205:205","198:198=74:74"}
actor WilyShot4R : WilyShot4{translation "192:192=171:171","198:198=41:41"}
actor WilyShot4O : WilyShot4{translation "192:192=104:104","198:198=128:128"}
actor WilyShot4P : WilyShot4{translation "192:192=229:229","198:198=232:232"}

actor WilyFryingPanBlock
{
-SOLID
+MISSILE
+DONTSPLASH
+DONTBLAST
+DONTDRAIN
+DONTREFLECT
+DONTRIP
+NOBLOOD
+NOCLIP
+NORADIUSDMG
//+GHOST
+SHOOTABLE
+NOTIMEFREEZE
+NOGRAVITY
+NOTARGETSWITCH
+NODAMAGE

Species "DumbWilyPan"

//PainSound "item/protoreflect"
RenderStyle "None"
bloodtype ""
damagefactor "Telefrag",0.0
painchance 256
health 99999

Damage 0
Height 42
Radius 25
Speed 0
scale 1.0

States
{
Spawn:
TNT1 A 0
TNT1 AAAAA 1 A_Warp(2,cos(-pitch)*36,0,11+sin(-pitch)*36,angle,2)
stop
Pain:
TNT1 A 0 A_ChangeFlag("NOPAIN",1)
TNT1 A 0 A_PlaySound("weapon/PanWall")//A_Pain
TNT1 A 1 A_SpawnItemEx("WilyFryingPanBlockFX",0,0,24)
stop
Death:
TNT1 A 0 //A_PlaySound("")
TNT1 A 1
stop
}
}

actor WilyFryingPanBlockFX : BasicClientSide
{
translation "202:202=4:4","199:199=80:80"
+BRIGHT
Scale 1.0
States
{
Spawn:
NEDR U 0
NEDR UVWVU 1
stop
}
}

actor WilyShotX : FastProjectile
{
translation "202:202=4:4","199:199=215:215"
Damagetype "DrWily_Pan"
Obituary "$OB_WILYPAN"
Species "DumbWilyPan"
+THRUSPECIES
+DONTSPLASH
+DONTBLAST
+BRIGHT
damage (330)
ReactionTime 1
Radius 14
Height 14
speed 125
scale 2.0
States
{
Spawn:
TNT1 A 1
//TNT1 A 0
//TNT1 A 0 A_CountDown
stop
Crash:
XDeath:
//TNT1 A 0 A_Stop
TNT1 A 0 A_Jump(256,1,3)
TNT1 A 0 A_PlaySound("weapon/PanHit1",2,0.81)
TNT1 A 1 A_PlaySound("weapon/PanHit1",1,0.81)
goto Death+3
TNT1 A 0 A_PlaySound("weapon/PanHit2",2,0.81)
TNT1 A 1 A_PlaySound("weapon/PanHit2",1,0.81)
goto Death+3
Death:
//TNT1 A 0 A_Stop
TNT1 A 0 A_PlaySound("weapon/PanWall",2,0.81)
TNT1 A 1 A_PlaySound("weapon/PanWall",1,0.81)
NEDR UVWXWVU 1
stop
}
}

actor WilyShotXB : WilyShotX{translation "202:202=205:205", "199:199=74:74"}
actor WilyShotXR : WilyShotX{translation "202:202=171:171", "199:199=41:41"}
actor WilyShotXO : WilyShotX{translation "202:202=104:104", "199:199=128:128"}
actor WilyShotXP : WilyShotX{translation "202:202=229:229", "199:199=232:232"}

actor WahweeAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 28
+INVENTORY.IGNORESKILL
}

actor CapsuleAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 28
+INVENTORY.IGNORESKILL
}

actor WilyCapsuleIceBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_2I3"
dropitem "WaveBusterWepCDropped"
weapon.preferredskin "Capsule-Wily"
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Obituary "$OB_WILYICE"
weapon.ammotype "WahweeAmmo"
inventory.icon "WilyICap"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_02 I 1
loop
Ready:
WICH O 0 ACS_ExecuteAlways(998,0,DYE_DRWILYCAPSULEI)
WICH O 0 A_GunFlash
goto Ready1
Ready1:
WICH O 0 A_JumpIfInventory("WahweeAmmo",7,"Ready2")
WICH O 5 A_WeaponReady(WRF_NOFIRE)
WICH O 0 A_GiveInventory("WahweeAmmo",2)
loop
Ready2:
WICH O 0 A_JumpIfInventory("WahweeAmmo",14,"Ready3")
WICH O 5 A_WeaponReady(WRF_NOSECONDARY)
WICH O 0 A_GiveInventory("WahweeAmmo",2)
loop
Ready3:
WICH O 5 A_WeaponReady
WICH O 0 A_GiveInventory("WahweeAmmo",2)
loop
Deselect:
//WICH O 0 A_SelectWeapon("WilyCapsuleFireBoss")
WICH OOOOOOOOOOOOOOOOOOOOOO 0 A_Lower
WICH O 1 A_Lower
Loop
Select:
WICH OOOOOOOOOOOOOOOOOOOOOO 0 A_Raise
WICH O 1 A_Raise
Loop
Fire:
WICH O 0 A_JumpIfNoAmmo("NoAmmo")
WICH P 0 A_PlaySoundEx("weapon/wrapfire","Weapon")
WICH PP 0 A_GiveInventory("DrWilyMainI_CI",1)
WICH P 8 A_PlaySoundEx("weapon/wrapfire","Weapon")
WICH PP 0 A_GiveInventory("DrWilyMainI2_CI",1)
WICH O 27
WICH O 0 A_Refire
goto Ready1
Altfire:
WICH O 0 A_JumpIfInventory("WahweeAmmo",14,"GroundSplit")
Goto Ready1
GroundSplit:
WICH Q 0 A_PlaySoundEx("weapon/thunderbolt","Weapon")
WICH Q 0 A_GiveInventory("DrWilyAlt_CI",1)
WICH Q 0 A_TakeInventory("WahweeAmmo",14,1)
WICH Q 1 A_SpawnItemEx("WilyCapsuleElecFX",0,50,30,0,0,0,0,1)
WICH Q 1 A_SpawnItemEx("WilyCapsuleElecFX",0,-50,30,0,0,0,0,1)
WICH Q 3
WICH O 25
WICH O 0 A_Refire
NoAmmo:
WICH O 0
Goto Ready1

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("CapsuleAmmo",1,2)
TNT1 A 1 A_GiveInventory("WilySandals_Pickup",1)
stop
TNT1 A 1 A_GiveInventory("WilyCapsuleFlagDelay",1)
TNT1 A 0 A_JumpIfInventory("WilyCapsuleFlagDelay",8,1)
loop
TNT1 A 0 A_TakeInventory("CapsuleAmmo",1,1)
TNT1 A 0 A_TakeInventory("WilyCapsuleFlagDelay",999)
loop
}
}

actor WilyCapsuleFlagDelay : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 16
}

actor WilyCapsuleFireBoss : WilyCapsuleIceBoss
{
tag "$TAGC_2I4"
dropitem "WaveBusterWepCDropped"
weapon.preferredskin "Capsule-Wily"
Weapon.AmmoUse 2
inventory.icon "WilyFCap"
States
{
Ready:
WICH K 0 ACS_ExecuteAlways(998,0,DYE_DRWILYCAPSULEF)
WICH K 0 A_GunFlash
goto Ready1
Ready1:
WICH K 0 A_JumpIfInventory("WahweeAmmo",2,"Ready2")
WICH K 4 A_WeaponReady(WRF_NOFIRE)
WICH K 0 A_GiveInventory("WahweeAmmo",2)
loop
Ready2:
WICH K 0 A_JumpIfInventory("WahweeAmmo",14,"Ready3")
WICH K 4 A_WeaponReady(WRF_NOSECONDARY)
WICH K 0 A_GiveInventory("WahweeAmmo",2)
loop
Ready3:
WICH K 4 A_WeaponReady
WICH K 0 A_GiveInventory("WahweeAmmo",2)
loop
Deselect:
//WICH K 0 A_SelectWeapon("WilyCapsuleIceBoss")
WICH KKKKKKKKKKKKKKKKKKKKKK 0 A_Lower
WICH K 1 A_Lower
Loop
Select:
WICH KKKKKKKKKKKKKKKKKKKKKK 0 A_Raise
WICH K 1 A_Raise
Loop
Fire:
WICH K 0 A_JumpIfNoAmmo("NoAmmo")
WICH K 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
WICH K 0 A_GiveInventory("DrWilyMainF_CI",1)
WICH L 4
WICH K 0 A_Refire
goto Ready1
Altfire:
WICH K 0 A_JumpIfInventory("WahweeAmmo",14,"GroundSplit")
Goto Ready1
GroundSplit:
WICH K 0 A_PlaySoundEx("weapon/thunderbolt","Weapon")
WICH K 0 A_GiveInventory("DrWilyAlt_CI",1)
WICH K 0 A_TakeInventory("WahweeAmmo",14,1)
WICH M 1 A_SpawnItemEx("WilyCapsuleElecFX",0,50,30,0,0,0,0,1)
WICH M 1 A_SpawnItemEx("WilyCapsuleElecFX",0,-50,30,0,0,0,0,1)
WICH M 3
WICH K 25
WICH K 0 A_Refire
NoAmmo:
WICH K 0
Goto Ready1
}
}

actor RandomCapsuleProjectileX
{
PROJECTILE
Speed 50
States
{
Spawn:
TNT1 A 4
TNT1 A 0 A_Jump(85,"Lightning")
TNT1 A 0 A_Jump(85,"Ice")
Goto Fire
Lightning:
TNT1 A 0 A_CustomMissile("CapsuleLightningX")
stop
Fire:
TNT1 A 0 A_CustomMissile("CapsuleFireX")
stop
Ice:
TNT1 A 0 A_CustomMissile("CapsuleIceX")
stop
}
}

actor WilyCapsuleElecFX
{
PROJECTILE
+NOINTERACTION
scale 2.5
States
{
Spawn:
WISS P 0
WISS PQR random(1,2)
stop
}
}

actor CapsuleLightningX
{
Translation "195:195=212:212", "204:204=218:218"
damagetype "DrWily_Elec"
Obituary "$OB_WILYELEC"
PROJECTILE
+RIPPER
+BOUNCEONFLOORS
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+CANBOUNCEWATER
+BRIGHT
BounceCount 8
BounceFactor 1.0
WallBounceFactor 1.0
Damage (120)
Height 16
Radius 16
Speed 30
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
TNT1 A 0 //A_ClearTarget
WISS DEF 3
goto Spawn+2
}
}

actor CapsuleLightningXX : CapsuleLightningX{BounceCount 5 Damage (8) Obituary "$OB_WILYELECX"}

actor CapsuleLightningXXB : CapsuleLightningXX{translation "204:204=205:205", "195:195=74:74"}
actor CapsuleLightningXXR : CapsuleLightningXX{translation "204:204=171:171", "195:195=41:41"}
actor CapsuleLightningXXO : CapsuleLightningXX{translation "204:204=104:104", "195:195=128:128"}
actor CapsuleLightningXXP : CapsuleLightningXX{translation "204:204=229:229", "195:195=232:232"}


actor CapsuleFireX : CapsuleLightningX
{
Translation "199:199=221:221", "202:202=218:218"
Obituary "$OB_WILYFIRE"
damagetype "DrWily_Fire"
-RIPPER
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
WISS ABC 3
goto Spawn+2
}
}

actor CapsuleFireB
{
Translation "199:199=221:221", "202:202=218:218"
Obituary "$OB_WILYFIRE"
damagetype "DrWily_Fire"
PROJECTILE
+RIPPER
+BRIGHT
Damage (40)
radius 6
height 6
Speed 30
scale 2.5
states
{
Spawn:
WISS ABCABC 3
stop
Death:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("CBM_OilPitIgnite",0,0,8)
stop
}
}

actor CapsuleFireBB : CapsuleFireB{translation "202:202=205:205", "199:199=74:74"}
actor CapsuleFireBR : CapsuleFireB{translation "202:202=171:171", "199:199=41:41"}
actor CapsuleFireBO : CapsuleFireB{translation "202:202=104:104", "199:199=128:128"}
actor CapsuleFireBP : CapsuleFireB{translation "202:202=229:229", "199:199=232:62"}

actor WilyFireCollide : BasicExplosion
{
damagetype "DrWily_FireBurn"
Obituary "$OB_WILYFIRE"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(30,15,0,0,15)
stop
}
}

actor WilyTackleFireFX1
{
scale 5.0
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+BRIGHT
RenderStyle "Translucent"
Alpha 0.5
States
{
Spawn:
HOTH X 0
HOTH X 1
stop
}
}

actor WilyTackleFireFX2 : WilyTackleFireFX1
{
States
{
Spawn:
HOTH Y 0
HOTH Y 1
stop
}
}

actor CapsuleIceX : CapsuleLightningX
{
Translation "199:199=4:4", "202:202=69:69"
Obituary "$OB_WILYICE"
damagetype "DrWily_Ice"
-RIPPER
BounceCount 4
Damage (100)
states
{
Spawn:
TNT1 A 0
WISS GHI 3
goto Spawn+1
}
}

actor CapsuleIceXB : CapsuleIceX{translation "202:202=205:205"}
actor CapsuleIceXR : CapsuleIceX{translation "202:202=171:171"}
actor CapsuleIceXO : CapsuleIceX{translation "202:202=104:104"}
actor CapsuleIceXP : CapsuleIceX{translation "202:202=229:229"}

actor PowerWilyIceUnfreeze : PowerProtection
{
Powerup.Duration 20
damagefactor "Normal", 0.5
}

actor WilyCapsuleGroundSplitX
{
Translation "204:204=212:212","195:195=69:69"
PROJECTILE
damagetype "DrWily_Elec"
Obituary "$OB_WILYELEC"
+RIPPER
-NOGRAVITY
+BRIGHT
Damage (50)
Radius 16
Height 16
Speed 0
scale 2.5
States
{
Spawn:
WISS J 0
WISS J 0 ThrustThingZ(0,1,0,1)
WISS JKL 1
goto Spawn+2
Death:
WISS JKL 1
WISS J 0 A_SpawnItemEx("WilyCapsuleGroundLitX",0,0,0,20,0,0,0,1)
WISS J 0 A_SpawnItemEx("WilyCapsuleGroundLitX",0,0,0,20,0,0,90,1)
WISS J 0 A_SpawnItemEx("WilyCapsuleGroundLitX",0,0,0,20,0,0,180,1)
WISS J 0 A_SpawnItemEx("WilyCapsuleGroundLitX",0,0,0,20,0,0,270,1)
stop
}
}

actor WilyCapsuleGroundSplitXB : WilyCapsuleGroundSplitX{translation "204:204=205:205", "195:195=74:74"}
actor WilyCapsuleGroundSplitXR : WilyCapsuleGroundSplitX{translation "204:204=171:171", "195:195=41:41"}
actor WilyCapsuleGroundSplitXO : WilyCapsuleGroundSplitX{translation "204:204=104:104", "195:195=128:128"}
actor WilyCapsuleGroundSplitXP : WilyCapsuleGroundSplitX{translation "204:204=229:229", "195:195=232:232"}

actor WilyCapsuleGroundLitX
{
PROJECTILE
damagetype "DrWily_Elec"
Obituary "$OB_WILYELEC"
+FLOORHUGGER
+RIPPER
+BRIGHT
Damage (60)
Radius 32
Height 32
Speed 50
scale 2.5
States
{
Spawn:
WISS MNON 2
loop
}
}

actor WilyNoSuitWeakness : BasePowerWeak
{
DamageFactor "Normal", 1.25
}


actor DrWilyMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyNoShot",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyNoShotB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyNoShotR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyNoShotO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyNoShotP",0,1,8,0)
goto Done
}
}

actor DrWilyMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyNoShot2",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyNoShot2B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyNoShot2R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyNoShot2O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyNoShot2P",0,1,8,0)
goto Done
}
}

actor DrWilyAlt1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyShot1",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyShot1B",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyShot1R",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyShot1O",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyShot1P",0,0,8,0)
goto Done
}
}

actor DrWilyAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyShot2",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyShot2B",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyShot2R",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyShot2O",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyShot2P",0,0,8,0)
goto Done
}
}

actor DrWilyAlt3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyShot3",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyShot3B",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyShot3R",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyShot3O",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyShot3P",0,0,8,0)
goto Done
}
}

actor DrWilyAlt4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyShot4",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyShot4B",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyShot4R",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyShot4O",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyShot4P",0,0,8,0)
goto Done
}
}

actor DrWilyMainF_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CapsuleFireB",random(-15,15),1,0,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CapsuleFireBB",random(-15,15),1,0,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CapsuleFireBR",random(-15,15),1,0,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CapsuleFireBO",random(-15,15),1,0,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CapsuleFireBP",random(-15,15),1,0,0)
goto Done
}
}

actor DrWilyMainI_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CapsuleIceX",20,1,70,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceX",-20,0,-70,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXB",20,1,70,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXB",-20,0,-70,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXR",20,1,70,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXR",-20,0,-70,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXO",20,1,70,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXO",-20,0,-70,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXP",20,1,70,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXP",-20,0,-70,0)
goto Done
}
}

actor DrWilyMainI2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("CapsuleIceX",0,0,40,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceX",0,0,-40,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXB",0,0,40,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXB",0,0,-40,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXR",0,0,40,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXR",0,0,-40,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXO",0,0,40,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXO",0,0,-40,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("CapsuleIceXP",0,0,40,0)
TNT1 A 0 A_FireCustomMissile("CapsuleIceXP",0,0,-40,0)
goto Done
}
}

actor DrWilyAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyCapsuleGroundSplitX",0,1,0,1)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyCapsuleGroundSplitXB",0,1,0,1)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyCapsuleGroundSplitXR",0,1,0,1)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyCapsuleGroundSplitXO",0,1,0,1)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyCapsuleGroundSplitXP",0,1,0,1)
goto Done
}
}

actor DrWilyAltX_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyShotX",0,0,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyShotXB",0,0,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyShotXR",0,0,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyShotXO",0,0,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyShotXP",0,0,-8,0)
goto Done
Done:
TNT1 A 0 A_SpawnItemEx("WilyFryingPanBlock",cos(-pitch)*36,0,11+sin(-pitch)*36,0,0,0,0,32+512)
stop
}
}

actor DrWilyAltX2_CI : DrWilyAltX_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WilyShotX",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WilyShotXB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WilyShotXR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WilyShotXO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WilyShotXP",0,0,8,0)
goto Done
}
}