actor WindStormBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_6G"
dropitem "WindStormWepCDropped"
Weapon.AmmoUse 0
Weapon.AmmoUse2 14
Weapon.AmmoGive 28
Obituary "$OB_WINDQUAKE"
weapon.ammotype "FlyingKickAmmo"
weapon.ammotype2 "YouDontMessWithChinAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_06 G 1
loop
Ready:
WINB A 0 ACS_ExecuteAlways(998,0,DYE_WINDMAN)
WINB A 0 A_GunFlash
goto Ready1
Ready1:
WINB A 0 A_JumpIfInventory("YouDontMessWithChinAmmo",14,"Ready3")
WINB A 0 A_JumpIfInventory("IBeFlyin",1,"Ready2")
WINB A 6 A_WeaponReady(8)
WINB A 0 A_GiveInventory("YouDontMessWithChinAmmo",2)
WINB A 0 A_JumpIfInventory("WindInAir",1,"Ready1")
WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
loop
Ready2:
WINB A 6 A_WeaponReady
WINB A 0 A_GiveInventory("YouDontMessWithChinAmmo",2)
WINB A 0 A_JumpIfInventory("WindInAir",1,"Ready2")
WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
goto Ready1
Ready3:
WINB A 6 A_WeaponReady
WINB A 0 A_GiveInventory("YouDontMessWithChinAmmo",2)
WINB A 0 A_JumpIfInventory("WindInAir",1,"Ready3")
WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
loop

Deselect:
WINB A 0 //SetPlayerProperty(0,0,3)
WINB A 0 A_TakeInventory("WindInAir",1)
WINB AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
WINB A 1 A_Lower
goto Deselect+2
Select:
WINB AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
WINB A 1 A_Raise
Loop

Fire:
WINB A 0 A_JumpIfNoAmmo("NoAmmo")
WINB A 0 A_PlaySoundEx("weapon/gyroattack","Weapon")
WINB B 6 A_GiveInventory("WindmanMain_CI",1)
WINB C 0 A_JumpIfInventory("WindInAir",1,2)
WINB C 0 A_GiveInventory("FlyingKickAmmo",1)
WINB C 6
WINB A 0 A_JumpIfInventory("WindInAir",1,2)
WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
WINB A 6
WINB A 0 A_JumpIfInventory("WindInAir",1,2)
WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
WINB A 0
//WINB A 6
//WINB A 0 A_JumpIfInventory("WindInAir",1,2)
//WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
WINB A 0
goto Ready1

AltFire:
WINB A 0 A_JumpIfInventory("IBeFlyin",1,"AltFire2")
WINB A 0 A_JumpIfNoAmmo("NoAmmo")
WINB A 0 A_JumpIfInventory("WindInAir",1,"AltFire3")
WINB B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
WINB B 6 A_GiveInventory("WindmanAlt_CI",1)
WINB C 0 A_JumpIfInventory("WindInAir",1,2)
WINB C 0 A_GiveInventory("FlyingKickAmmo",1)
WINB C 6
WINB A 0 A_JumpIfInventory("WindInAir",1,2)
WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
WINB A 6
WINB A 0 A_JumpIfInventory("WindInAir",1,2)
WINB A 0 A_GiveInventory("FlyingKickAmmo",1)
WINB A 0
goto Ready1

NoAmmo:
WINB A 0
goto Ready1
AltFire2:
WINB A 1 A_GiveInventory("WindStompFlag",1)
goto Ready1
AltFire3:
WINB A 1 A_RailWait
goto Ready1

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IBeFlyin",1,"FlyFlash1")
TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)//SetPlayerProperty(0,0,3)
TNT1 A 0 A_JumpIfInventory("WindInAir",1,"NeedGround0")
TNT1 A 1
loop
FlyFlash1:
TNT1 A 0 A_JumpIfInventory("WindInAir",1,3)
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",28,"FlyFlash2s")
TNT1 A 0 A_TakeInventory("IBeFlyin",1)
goto Flash+1
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",1,"FlyFlash2")
TNT1 A 0 A_TakeInventory("IBeFlyin",1)
goto Flash+1
FlyFlash2s:
TNT1 A 0 A_PlaySoundEx("class/windstart","SoundSlot7")
FlyFlash2:
TNT1 A 0 A_GiveInventory("WindInAir",1)
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)//SetPlayerProperty(0,1,3)
TNT1 A 0 A_TakeInventory("FlyingKickAmmo",1,1)
TNT1 A 0 A_PlaySoundEx("class/windloop","Body")
TNT1 A 0 A_JumpIfInventory("WindStompFlag",1,"NeedGroundS")
TNT1 A 1 A_JumpIfInventory("HatinFlyin",1,"Flash")
TNT1 A 0 A_JumpIfInventory("WindStompFlag",1,"NeedGroundS")
TNT1 A 1 A_JumpIfInventory("HatinFlyin",1,"Flash")
TNT1 A 0 A_JumpIfInventory("WindStompFlag",1,"NeedGroundS")
TNT1 A 1 A_JumpIfInventory("HatinFlyin",1,"Flash")
TNT1 A 0 A_JumpIfInventory("WindStompFlag",1,"NeedGroundS")
TNT1 A 1 A_JumpIfInventory("HatinFlyin",1,"Flash")
TNT1 A 0 A_JumpIfInventory("WindStompFlag",1,"NeedGroundS")
TNT1 A 1 A_JumpIfInventory("HatinFlyin",1,"Flash")
goto Flash
NeedGroundS:
//359-304 software up 359-270 opengl
//1-55 software down 1-89 opengl
//TNT1 A 0 A_GiveInventory("WindStompFlag",1)
TNT1 A 0 A_GiveInventory("HatinFlyin",1)
TNT1 A 0 A_TakeInventory("IBeFlyin",1)
TNT1 A 0 A_TakeInventory("FlyingKickAmmo",1,1)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)//SetPlayerProperty(0,0,3)
goto NeedGround
NeedGround0:
//TNT1 A 0 A_JumpIf(pitch>45 && pitch<=90,"NeedGroundS")
TNT1 A 0 A_TakeInventory("FlyingKickAmmo",1,1)
NeedGround:
TNT1 A 0 A_JumpIf(z-floorz==0, "FoundGround")
TNT1 A 0 A_JumpIf(momz==0, "MomZVerify")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("WindStompFlag",1,"NeedQuake")
TNT1 A 1
loop
MomZVerify:
TNT1 A 1
TNT1 A 0 A_JumpIf(z-floorz==0, "FoundGround")
TNT1 A 0 A_JumpIf(momz==0, "FoundGround")
goto NeedGround+2
NeedQuake:
TNT1 A 0 A_GiveInventory("WindQuakeHalfPickup",1)
TNT1 A 0 ThrustThingZ(0,5,1,0)
NeedQuake2:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_Recoil(-0.5)
TNT1 A 0 ThrustThingZ(0,5,1,1)
TNT1 A 0 A_GiveInventory("Quaking_RC",1)
TNT1 A 0 A_JumpIf(z-floorz==0,"QuakeCrash")
TNT1 A 0 A_JumpIfInventory("Quaking",999,"QuakeCrash")
TNT1 A 0 A_SpawnItemEx("WindQuakeCrush",0,0,-10,0,0,-10)
TNT1 A 1 A_PlaySoundEx("weapon/blizzbowl","Body")
loop
QuakeCrash:
TNT1 A 1 A_GiveInventory("WindQuakePickup",1)
TNT1 AAA 1
TNT1 A 0 A_TakeInventory("Quaking",999)
goto FoundGround
FoundGround:
TNT1 A 1 A_TakeInventory("WindInAir",1)
Goto Flash
}
}

actor WindInAir : OnceC {}

actor WindStompFlag : Powerup
{
Powerup.Duration 3
}

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

actor WindFlightItem : BasicClassItem
{
inventory.icon "WindIcon"
inventory.pickupmessage "At least I can fly compared to Airman."
Tag "Wind Flight Trigger"
states
{
Spawn:
WINB Z 1
loop
Use:
TNT1 A 0 A_JumpIfInventory("IBeFlyin",1,"Use3")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",28,"Use2")
fail
Use2:
TNT1 A 0 A_TakeInventory("HatinFlyin",1)
TNT1 A 0 A_GiveInventory("IBeFlyin",1)
fail
Use3:
TNT1 A 0 A_GiveInventory("HatinFlyin",1)
TNT1 A 0 A_TakeInventory("IBeFlyin",1)
fail
}
}


actor WindQuakeHalfPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",27,"P_14")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",25,"P_13")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",23,"P_12")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",21,"P_11")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",19,"P_10")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",17,"P_9")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",15,"P_8")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",13,"P_7")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",11,"P_6")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",9,"P_5")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",7,"P_4")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",5,"P_3")
TNT1 A 0 A_JumpIfInventory("FlyingKickAmmo",3,"P_2")
goto P_2
P_2:
TNT1 A 0 A_TakeInventory("FlyingKickAmmo",2)
stop
P_3:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",3)stop
P_4:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",4)stop
P_5:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",5)stop
P_6:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",6)stop
P_7:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",7)stop
P_8:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",8)stop
P_9:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",9)stop
P_10:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",10)stop
P_11:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",11)stop
P_12:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",12)stop
P_13:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",13)stop
P_14:TNT1 A 0 A_TakeInventory("FlyingKickAmmo",14)stop
}
}

actor WindQuakePickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_PlaySoundEx("weapon/blizzstrike","Body")
TNT1 A 0 A_JumpIfInventory("Quaking",40,"Pickup6")
TNT1 A 0 A_JumpIfInventory("Quaking",32,"Pickup5")
TNT1 A 0 A_JumpIfInventory("Quaking",24,"Pickup4")
TNT1 A 0 A_JumpIfInventory("Quaking",16,"Pickup3")
TNT1 A 0 A_JumpIfInventory("Quaking",8,"Pickup2")
goto Pickup1
Pickup6:
TNT1 A 0 ACS_NamedExecuteAlways("cbm_FloorQuakeDamage",0,450,21,66)
TNT1 A 0 A_SpawnItemEx("Windman_QuakeFX_H6")
goto PickupE
Pickup5:
TNT1 A 0 ACS_NamedExecuteAlways("cbm_FloorQuakeDamage",0,400,18,66)
TNT1 A 0 A_SpawnItemEx("Windman_QuakeFX_H5")
goto PickupE
Pickup4:
TNT1 A 0 ACS_NamedExecuteAlways("cbm_FloorQuakeDamage",0,350,15,66)
TNT1 A 0 A_SpawnItemEx("Windman_QuakeFX_H4")
goto PickupE
Pickup3:
TNT1 A 0 ACS_NamedExecuteAlways("cbm_FloorQuakeDamage",0,300,12,66)
TNT1 A 0 A_SpawnItemEx("Windman_QuakeFX_H3")
goto PickupE
Pickup2:
TNT1 A 0 ACS_NamedExecuteAlways("cbm_FloorQuakeDamage",0,250,9,66)
TNT1 A 0 A_SpawnItemEx("Windman_QuakeFX_H2")
goto PickupE
Pickup1:
TNT1 A 0 ACS_NamedExecuteAlways("cbm_FloorQuakeDamage",0,200,6,66)
TNT1 A 0 A_SpawnItemEx("Windman_QuakeFX_H1")
goto PickupE
PickupE:
TNT1 A 0
stop
}
}

actor WindQuakeCrush
{
PROJECTILE
+DONTBLAST
+THRUGHOST
Obituary "$OB_WINDQUAKE"
damagetype "WindM_Crush"
renderstyle none
damage (20)
Radius 15
Height 2
States
{
Spawn:
TNT1 A 1
stop
}
}


actor Windman_FloorQuakeSpawn : BasicExplosion
{
Obituary "$OB_WINDQUAKE"
damagetype "WindM_Push"
+NOCLIP
Renderstyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetScale(angle*256/360)
TNT1 A 0 Thing_Move(0,1000+momz*8,1)
TNT1 A 4 A_SpawnItemEx("Windman_FloorQuakeBoom",0,0,28,0,0,0,0,16384)
stop
}
}

actor Windman_FloorQuakeBoom : Hardman_FloorQuakeBoom
{
Obituary "$OB_WINDQUAKE"
damagetype "WindM_Push"
}

actor Windman_QuakeFX : BasicClientSide
{
var int user_A;
var int user_Dist;
reactiontime 1
Renderstyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar("user_A",random(0,5))
TNT1 A 0 A_SetUserVar("user_Dist",ScaleX)
TNT1 A 0 A_SetArg(4,pitch)
TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx("BasicHardQuakeFX",10*random(1,user_Dist),0,0,0,0,0,5*random(0,71)+user_A,0)
goto Spawn2
Spawn2:
TNT1 AAAAA 0 A_SpawnItemEx("BasicHardQuakeFX",10*random(1,user_Dist),0,0,0,0,0,5*random(0,71)+user_A,0)
TNT1 A 0 A_CountdownArg(4,"End")
loop
End:
TNT1 A 1 A_Countdown
wait

Death:
TNT1 A 0 A_SpawnItemEx("BasicHardQuakeFX",random(10,30),random(-20,20),0,0,0,0,30,0)
TNT1 A 0 A_SpawnItemEx("BasicHardQuakeFX",random(10,30),random(-20,20),0,0,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("BasicHardQuakeFX",random(10,30),random(-20,20),0,0,0,0,-30,0)
TNT1 A 1
stop
}
}

actor Windman_QuakeFX_H1 : BasicHelper
{
Mass 0
Scale 20
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetPitch(Mass)
TNT1 A 1 A_SpawnItemEx("Windman_QuakeFX",0,0,0,0,0,0,0,16384+512)
TNT1 A 1
stop
}
}
actor Windman_QuakeFX_H2 : Windman_QuakeFX_H1
{
Mass 1
Scale 25
}
actor Windman_QuakeFX_H3 : Windman_QuakeFX_H1
{
Mass 1
Scale 30
}
actor Windman_QuakeFX_H4 : Windman_QuakeFX_H1
{
Mass 1
Scale 35
}
actor Windman_QuakeFX_H5 : Windman_QuakeFX_H1
{
Mass 1
Scale 40
}
actor Windman_QuakeFX_H6 : Windman_QuakeFX_H1
{
Mass 1
Scale 45
}

actor WindM_ShotProtect : PowerProtection
{
Powerup.Duration 3
DamageFactor "WindM_Shot", 0.75
}

actor WindGyro
{
translation "202:202=108:108"
PROJECTILE
damagetype "WindM_Shot"
Obituary "$OB_WINDGYRO"
ReactionTime 2
Damage (110)
Height 16
Radius 16
Speed 26
Scale 2.5
States
{
Spawn:
WINB G 0
WINB GH 2
loop
Spawn2:
WINB ABABABAB 2
WINB GHGHGHGH 2
WINB G 2
WINB H 2 A_CountDown
loop
Death:
TNT1 A 2
Stop
}
}

actor WindGyroB : WindGyro{translation "202:202=205:205"}
actor WindGyroR : WindGyro{translation "202:202=171:171"}
actor WindGyroO : WindGyro{translation "202:202=104:104"}
actor WindGyroP : WindGyro{translation "202:202=229:229"}

actor WindGyroX : WindGyro
{
States
{
Spawn:
WINB G 0
WINB GGHH 1 A_Changevelocity(0,2.5,0,CVF_RELATIVE)
Spawn2:
WINB GGHHGG 1
WINB HHGG 1 A_Changevelocity(0,-5,0,CVF_RELATIVE)
WINB HHGGHH 1
WINB GG 1 A_Changevelocity(0,5,0,CVF_RELATIVE)
WINB H 0 A_CountDown
WINB HH 1 A_Changevelocity(0,5,0,CVF_RELATIVE)
loop
}
}

actor WindGyroXB : WindGyroX{translation "202:202=205:205"}
actor WindGyroXR : WindGyroX{translation "202:202=171:171"}
actor WindGyroXO : WindGyroX{translation "202:202=104:104"}
actor WindGyroXP : WindGyroX{translation "202:202=229:229"}

actor WindGyroX2 : WindGyro
{
States
{
Spawn:
WINB G 0
WINB GGHH 1 A_Changevelocity(0,-2.5,0,CVF_RELATIVE)
Spawn2:
WINB GGHHGG 1
WINB HHGG 1 A_Changevelocity(0,5,0,CVF_RELATIVE)
WINB HHGGHH 1
WINB GG 1 A_Changevelocity(0,-5,0,CVF_RELATIVE)
WINB H 0 A_CountDown
WINB HH 1 A_Changevelocity(0,-5,0,CVF_RELATIVE)
loop
}
}

actor WindGyroX2B : WindGyroX2{translation "202:202=205:205"}
actor WindGyroX2R : WindGyroX2{translation "202:202=171:171"}
actor WindGyroX2O : WindGyroX2{translation "202:202=104:104"}
actor WindGyroX2P : WindGyroX2{translation "202:202=229:229"}


actor WindClassStormStart
{
translation "202:202=108:108"
PROJECTILE
damagetype "WindM_Pull"
Obituary "$OB_WINDSTORM"
-NOGRAVITY
+RIPPER
Damage (0)
Radius 16
Height 8
Speed 25
Scale 2.5
States
{
Spawn:
WINB SSTTUUVV 2 A_SpawnItemEx("WindClassBlower2",0,0,14,momx,momy,momz,0,8,0)
loop
Death:
TNT1 A 0 A_JumpIf(z-floorz==0,"Death2")
TNT1 A 1
stop
Death2:
TNT1 A 1 A_SpawnItemEx("WindClassStorm",0,0,0,18,0,0,0,1)
stop
}
}

actor WindClassStormStartB : WindClassStormStart{translation "202:202=205:205"}
actor WindClassStormStartR : WindClassStormStart{translation "202:202=171:171"}
actor WindClassStormStartO : WindClassStormStart{translation "202:202=104:104"}
actor WindClassStormStartP : WindClassStormStart{translation "202:202=229:229"}

actor WindClassStorm
{
PROJECTILE
damagetype "WindM_Pull"
Obituary "$OB_WINDSTORM"
-NOGRAVITY
+RIPPER
+NOEXPLODEFLOOR
+STEPMISSILE
maxstepheight 15
+BOUNCEONCEILINGS
BounceCount 1
gravity 3.0
reactiontime 15
Damage (0)
Height 16
Radius 16
speed 25
Scale 2.5
States
{
Spawn:
WINB STUV 4 A_SpawnItemEx("WindClassBlower",0,0,14,momx,momy,momz+2,0,8,0)
WINB S 0 A_CountDown
loop
Death:
TNT1 A 1 A_SpawnItemEx("WindClassBlower2",0,0,14)
stop
}
}

actor WindClassBlower : BasicExplosion
{
damagetype "WindM_Pull"
Obituary "$OB_WINDSTORM"
States
{
Spawn:
TNT1 A 0
TNT1 AA 2 A_Explode(80,56,0,0,57)
stop
}
}

actor WindClassBlower2 : WindClassBlower
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(80,56,0,0,57)
stop
}
}

actor WindM_PullProtect : PowerProtection
{
Powerup.Duration 10
DamageFactor "WindM_Pull", 0.0
}

actor WindmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WindGyro",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroX",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroX2",0,0,-8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WindGyroB",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroXB",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroX2B",0,0,-8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WindGyroR",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroXR",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroX2R",0,0,-8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WindGyroO",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroXO",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroX2O",0,0,-8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WindGyroP",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroXP",0,0,-8,0)
TNT1 A 0 A_FireCustomMissile("WindGyroX2P",0,0,-8,0)
goto Done
}
}

actor WindmanAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("WindClassStormStart",0,1,24,0)
TNT1 A 0 A_FireCustomMissile("WindClassStormStart",0,0,-40,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("WindClassStormStartB",0,1,24,0)
TNT1 A 0 A_FireCustomMissile("WindClassStormStartB",0,0,-40,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("WindClassStormStartR",0,1,24,0)
TNT1 A 0 A_FireCustomMissile("WindClassStormStartR",0,0,-40,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("WindClassStormStartO",0,1,24,0)
TNT1 A 0 A_FireCustomMissile("WindClassStormStartO",0,0,-40,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("WindClassStormStartP",0,1,24,0)
TNT1 A 0 A_FireCustomMissile("WindClassStormStartP",0,0,-40,0)
goto Done
}
}

