actor FlashBombBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_8G"
dropitem "FlashBombWepCDropped"
Weapon.AmmoUse 4
Weapon.AmmoGive 35
Obituary "$OB_FLASHBOMB"
Inventory.Pickupmessage "CRUSH EVERYONE, HA HA HA"
weapon.ammotype "I'llPunishYouAmmo"
weapon.ammotype2 "ThatFeltGoodAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_08 G 1
loop
Ready:
GRHU A 0 ACS_ExecuteAlways(998,0,DYE_GRENADEMAN)
GRHU A 0 A_GunFlash("Flash.Begin")
goto Ready0
Ready0:
GRHU A 0 A_JumpIfInventory("I'llPunishYouAmmo",4,"Ready1")
GRHU A 10 A_WeaponReady(4)
Goto Ready2
Ready1:
GRHU A 10 A_WeaponReady
Goto Ready3
Ready2:
GRHU A 0 A_JumpIfInventory("I'llPunishYouAmmo",4,"Ready3")
GRHU A 5 A_WeaponReady(4)
GRHU A 0 A_GiveInventory("I'llPunishYouAmmo",1)
loop
Ready3:
GRHU A 5 A_WeaponReady
GRHU A 0 A_GiveInventory("I'llPunishYouAmmo",1)
loop

Deselect:
GRHU AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
GRHU A 1 A_Lower
Loop
Select:
GRHU AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
GRHU A 1 A_Raise
Loop

Fire:
GRHU A 2 Offset(22,56)A_GiveInventory("GrenadeM_FireCheck_P")
GRHU A 2 Offset(42,75)
GRHU A 2 Offset(22,56)
GRHU A 20 A_WeaponReady(14)
Goto Ready0

Altfire:
//GRHU A 0 A_JumpIfNoAmmo("NoAmmo")
GRHU A 0 A_GiveInventory("VivifyDelay8",1)
GRHU A 0 A_Refire(1)
GRHU A 2 Offset(-7,40)
GRHU A 2 Offset(-16,51)
GRHU A 0 A_JumpIfInventory("CuteBombDrain",1,"3Grenades")
GRHU A 0 A_JumpIfInventory("ThatFeltGoodAmmo",36,"7Grenades")
GRHU A 0 A_JumpIfInventory("ThatFeltGoodAmmo",27,"6Grenades")
GRHU A 0 A_JumpIfInventory("ThatFeltGoodAmmo",18,"5Grenades")
GRHU A 0 A_JumpIfInventory("ThatFeltGoodAmmo",9,"4Grenades")
3Grenades:
GRHU A 2 Offset(-27,64)A_GiveInventory("ShootGrrnade3",1)
GRHU A 2 Offset(6,44)A_GiveInventory("ShootGrrnade3",1)
GRHU A 2 Offset(67,17)A_GiveInventory("ShootGrrnade2",1)
GRHU A 2 Offset(125,-17)A_TakeInventory("I'llPunishYouAmmo",1,1)
goto AltfireEnd
AltfireEnd:
TNT1 A 5
GRHU A 3 Offset(8,111)
GRHU A 3 Offset(4,71)
GRHU A 3 A_WeaponReady(14)
GRHU A 0 A_Refire
Goto Ready0

4Grenades:
GRHU A 0 A_JumpIfInventory("I'llPunishYouAmmo",2,1)
goto 3Grenades
GRHU A 2 Offset(-27,64)A_GiveInventory("ShootGrrnade4",1)
GRHU A 2 Offset(6,44)A_GiveInventory("ShootGrrnade3",1)
GRHU AA 1 Offset(67,17)A_GiveInventory("ShootGrrnade3",1)
GRHU A 2 Offset(125,-17)A_TakeInventory("I'llPunishYouAmmo",2,1)
goto AltfireEnd
5Grenades:
GRHU A 0 A_JumpIfInventory("I'llPunishYouAmmo",4,1)
goto 4Grenades
GRHU A 2 Offset(-27,64)A_GiveInventory("ShootGrrnade4",1)
GRHU A 1 Offset(6,44)A_GiveInventory("ShootGrrnade4",1)
GRHU A 1 Offset(6,44)A_GiveInventory("ShootGrrnade3",1)
GRHU AA 1 Offset(67,17)A_GiveInventory("ShootGrrnade3",1)
GRHU A 2 Offset(125,-17)A_TakeInventory("I'llPunishYouAmmo",4,1)
goto AltfireEnd
6Grenades:
GRHU A 0 A_JumpIfInventory("I'llPunishYouAmmo",6,1)
goto 5Grenades
GRHU AA 1 Offset(-27,64)A_GiveInventory("ShootGrrnade4",1)
GRHU A 1 Offset(6,44)A_GiveInventory("ShootGrrnade4",1)
GRHU A 1 Offset(6,44)A_GiveInventory("ShootGrrnade3",1)
GRHU AA 1 Offset(67,17)A_GiveInventory("ShootGrrnade3",1)
GRHU A 2 Offset(125,-17)A_TakeInventory("I'llPunishYouAmmo",6,1)
goto AltfireEnd
7Grenades:
GRHU A 0 A_JumpIfInventory("I'llPunishYouAmmo",7,1)
goto 6Grenades
GRHU A 1 Offset(-27,64)A_GiveInventory("ShootGrrnade5",1)
GRHU A 1 Offset(-27,64)A_GiveInventory("ShootGrrnade4",1)
GRHU AA 1 Offset(6,44)A_GiveInventory("ShootGrrnade4",1)
GRHU AA 1 Offset(67,17)A_GiveInventory("ShootGrrnade3",1)
GRHU A 1 Offset(125,-17)A_GiveInventory("ShootGrrnade3",1)
GRHU A 1 Offset(125,-17)A_TakeInventory("I'llPunishYouAmmo",7,1)
goto AltfireEnd

NoAmmo:
GRHU A 1
Goto Ready+3

Flash.Begin:
TNT1 A 4
goto Flash
Flash:
TNT1 A 0 A_GiveInventory("THATFELTGOOD_Pickup",1)
TNT1 A 1 ACS_NamedExecuteAlways("cbm_HealthDamageRage",0,4)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",36,"FlashR")
loop
FlashR:
TNT1 A 0 A_PlaySoundEx("classes/skullabs","Body")
TNT1 A 0 A_TakeInventory("THATFELTGOODFlag",99)
TNT1 A 0 A_GiveInventory("I'llPunishYouAmmo",28)
TNT1 A 0 A_GiveInventory("CuteBombFlag",500)
TNT1 A 1 ACS_NamedExecuteAlways("cbm_HealthDamageRage",0,4)
goto FlashR2
FlashR2:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_SpawnItemEx("BasicHardQuakeFX",random(16,38),0,Random(42,56),random(0,1),0,1,random(0,359),0,64)
TNT1 A 1 A_TakeInventory("CuteBombFlag",1)
TNT1 A 0 A_JumpIfInventory("CuteBombFlag",1,"FlashR2")
goto FlashRD
FlashRD:
TNT1 A 0 A_GiveInventory("CuteBombDrain",1)
TNT1 A 0 A_TakeInventory("CuteBombFlag",999)
goto FlashRD2
FlashRD2:
TNT1 A 0 A_TakeInventory("ThatFeltGoodAmmo",1)
TNT1 A 1 ACS_NamedExecuteAlways("cbm_HealthDamageRage",0,4)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",1,"FlashRD2")
goto FlashRD3
FlashRD3:
TNT1 A 0 A_TakeInventory("CuteBombDrain",9)
TNT1 A 0 A_TakeInventory("ThatFeltGoodAmmo",50)
TNT1 A 0 A_TakeInventory("CuteBombFlag",999)
goto Flash
}
}

actor I'llPunishYouAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor ThatFeltGoodAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 36
+INVENTORY.IGNORESKILL
}

actor CuteBombDrain : OnceC {}

actor CuteBombFlag : Inventory
{
inventory.amount 1
inventory.maxamount 500
}

actor THATFELTGOODFlag : Inventory
{
inventory.amount 1
inventory.maxamount 40
}

actor GrenadeM_FireCheck_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_PlaySoundEx("weapon/GrenadeShot","Weapon")
TNT1 A 0 A_JumpIfInventory("CuteBombDrain",1,6)
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",36,"5RageFire")
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",35,"4RageFire")
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",25,"3RageFire")
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",15,"2RageFire")
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",5,"1RageFire")
TNT1 A 0 A_GiveInventory("GrenademanMain_CI")
stop
1RageFire:
TNT1 A 0 A_GiveInventory("GrenademanMain1_CI")
stop
2RageFire:
TNT1 A 0 A_GiveInventory("GrenademanMain2_CI")
stop
3RageFire:
TNT1 A 0 A_GiveInventory("GrenademanMain3_CI")
stop
4RageFire:
TNT1 A 0 A_GiveInventory("GrenademanMain4_CI")
stop
5RageFire:
TNT1 A 0 A_GiveInventory("GrenademanMain4_CI")
stop
}
}


actor THATFELTGOOD_Pickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("ThatFeltGoodAmmo",1,"Pickup0")
TNT1 A 0 A_TakeInventory("THATFELTGOODFlag",99)
stop
Pickup0:
TNT1 A 0 A_JumpIfInventory("THATFELTGOODFlag",40,"Pickup2")
goto Pickup1
Pickup1:
TNT1 A 0 A_GiveInventory("THATFELTGOODFlag",1)
stop
Pickup2:
TNT1 A 0 A_TakeInventory("ThatFeltGoodAmmo",1)
TNT1 A 0 A_TakeInventory("THATFELTGOODFlag",99)
stop
}
}

actor GrrnadeRageFX
{
+MISSILE
+NOGRAVITY
+THRUACTORS
+DONTBLAST
+CLIENTSIDEONLY
damage 0
Radius 2
Height 2
scale 2.5
States
{
Spawn:
SMFX XYZ 3
stop
}
}


actor ShootGrrnade : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==0,"PickupB")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==1,"PickupR")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==2,"PickupO")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==3,"PickupP")
TNT1 A 0 A_Jump(256,"s18","s20","s22","s24","s26","s28","s30","s32","s34")
stop
PickupB:
TNT1 A 0 A_Jump(256,"b18","b20","b22","b24","b26","b28","b30","b32","b34")
stop
PickupR:
TNT1 A 0 A_Jump(256,"r18","r20","r22","r24","r26","r28","r30","r32","r34")
stop
PickupO:
TNT1 A 0 A_Jump(256,"o18","o20","o22","o24","o26","o28","o30","o32","o34")
stop
PickupP:
TNT1 A 0 A_Jump(256,"p18","p20","p22","p24","p26","p28","p30","p32","p34")
stop
}
}

actor ShootGrrnade2 : ShootGrrnade
{
states
{
s18:TNT1 A 0 A_FireCustomMissile("Grrnade18",random(-2,2),0,8,0,0,random(-2,2))stop
s20:TNT1 A 0 A_FireCustomMissile("Grrnade20",random(-2,2),0,8,0,0,random(-2,2))stop
s22:TNT1 A 0 A_FireCustomMissile("Grrnade22",random(-2,2),0,8,0,0,random(-2,2))stop
s24:TNT1 A 0 A_FireCustomMissile("Grrnade24",random(-2,2),0,8,0,0,random(-2,2))stop
s26:TNT1 A 0 A_FireCustomMissile("Grrnade26",random(-2,2),0,8,0,0,random(-2,2))stop
s28:TNT1 A 0 A_FireCustomMissile("Grrnade28",random(-2,2),0,8,0,0,random(-2,2))stop
s30:TNT1 A 0 A_FireCustomMissile("Grrnade30",random(-2,2),0,8,0,0,random(-2,2))stop
s32:TNT1 A 0 A_FireCustomMissile("Grrnade32",random(-2,2),0,8,0,0,random(-2,2))stop
s34:TNT1 A 0 A_FireCustomMissile("Grrnade34",random(-2,2),0,8,0,0,random(-2,2))stop

b18:TNT1 A 0 A_FireCustomMissile("Grrnade18B",random(-2,2),0,8,0,0,random(-2,2))stop
b20:TNT1 A 0 A_FireCustomMissile("Grrnade20B",random(-2,2),0,8,0,0,random(-2,2))stop
b22:TNT1 A 0 A_FireCustomMissile("Grrnade22B",random(-2,2),0,8,0,0,random(-2,2))stop
b24:TNT1 A 0 A_FireCustomMissile("Grrnade24B",random(-2,2),0,8,0,0,random(-2,2))stop
b26:TNT1 A 0 A_FireCustomMissile("Grrnade26B",random(-2,2),0,8,0,0,random(-2,2))stop
b28:TNT1 A 0 A_FireCustomMissile("Grrnade28B",random(-2,2),0,8,0,0,random(-2,2))stop
b30:TNT1 A 0 A_FireCustomMissile("Grrnade30B",random(-2,2),0,8,0,0,random(-2,2))stop
b32:TNT1 A 0 A_FireCustomMissile("Grrnade32B",random(-2,2),0,8,0,0,random(-2,2))stop
b34:TNT1 A 0 A_FireCustomMissile("Grrnade34B",random(-2,2),0,8,0,0,random(-2,2))stop

r18:TNT1 A 0 A_FireCustomMissile("Grrnade18R",random(-2,2),0,8,0,0,random(-2,2))stop
r20:TNT1 A 0 A_FireCustomMissile("Grrnade20R",random(-2,2),0,8,0,0,random(-2,2))stop
r22:TNT1 A 0 A_FireCustomMissile("Grrnade22R",random(-2,2),0,8,0,0,random(-2,2))stop
r24:TNT1 A 0 A_FireCustomMissile("Grrnade24R",random(-2,2),0,8,0,0,random(-2,2))stop
r26:TNT1 A 0 A_FireCustomMissile("Grrnade26R",random(-2,2),0,8,0,0,random(-2,2))stop
r28:TNT1 A 0 A_FireCustomMissile("Grrnade28R",random(-2,2),0,8,0,0,random(-2,2))stop
r30:TNT1 A 0 A_FireCustomMissile("Grrnade30R",random(-2,2),0,8,0,0,random(-2,2))stop
r32:TNT1 A 0 A_FireCustomMissile("Grrnade32R",random(-2,2),0,8,0,0,random(-2,2))stop
r34:TNT1 A 0 A_FireCustomMissile("Grrnade34R",random(-2,2),0,8,0,0,random(-2,2))stop

o18:TNT1 A 0 A_FireCustomMissile("Grrnade18O",random(-2,2),0,8,0,0,random(-2,2))stop
o20:TNT1 A 0 A_FireCustomMissile("Grrnade20O",random(-2,2),0,8,0,0,random(-2,2))stop
o22:TNT1 A 0 A_FireCustomMissile("Grrnade22O",random(-2,2),0,8,0,0,random(-2,2))stop
o24:TNT1 A 0 A_FireCustomMissile("Grrnade24O",random(-2,2),0,8,0,0,random(-2,2))stop
o26:TNT1 A 0 A_FireCustomMissile("Grrnade26O",random(-2,2),0,8,0,0,random(-2,2))stop
o28:TNT1 A 0 A_FireCustomMissile("Grrnade28O",random(-2,2),0,8,0,0,random(-2,2))stop
o30:TNT1 A 0 A_FireCustomMissile("Grrnade30O",random(-2,2),0,8,0,0,random(-2,2))stop
o32:TNT1 A 0 A_FireCustomMissile("Grrnade32O",random(-2,2),0,8,0,0,random(-2,2))stop
o34:TNT1 A 0 A_FireCustomMissile("Grrnade34O",random(-2,2),0,8,0,0,random(-2,2))stop

p18:TNT1 A 0 A_FireCustomMissile("Grrnade18P",random(-2,2),0,8,0,0,random(-2,2))stop
p20:TNT1 A 0 A_FireCustomMissile("Grrnade20P",random(-2,2),0,8,0,0,random(-2,2))stop
p22:TNT1 A 0 A_FireCustomMissile("Grrnade22P",random(-2,2),0,8,0,0,random(-2,2))stop
p24:TNT1 A 0 A_FireCustomMissile("Grrnade24P",random(-2,2),0,8,0,0,random(-2,2))stop
p26:TNT1 A 0 A_FireCustomMissile("Grrnade26P",random(-2,2),0,8,0,0,random(-2,2))stop
p28:TNT1 A 0 A_FireCustomMissile("Grrnade28P",random(-2,2),0,8,0,0,random(-2,2))stop
p30:TNT1 A 0 A_FireCustomMissile("Grrnade30P",random(-2,2),0,8,0,0,random(-2,2))stop
p32:TNT1 A 0 A_FireCustomMissile("Grrnade32P",random(-2,2),0,8,0,0,random(-2,2))stop
p34:TNT1 A 0 A_FireCustomMissile("Grrnade34P",random(-2,2),0,8,0,0,random(-2,2))stop
}
}

actor ShootGrrnade3 : ShootGrrnade
{
states
{
s18:TNT1 A 0 A_FireCustomMissile("Grrnade18",random(-3,3),0,8,0,0,random(-3,3))stop
s20:TNT1 A 0 A_FireCustomMissile("Grrnade20",random(-3,3),0,8,0,0,random(-3,3))stop
s22:TNT1 A 0 A_FireCustomMissile("Grrnade22",random(-3,3),0,8,0,0,random(-3,3))stop
s24:TNT1 A 0 A_FireCustomMissile("Grrnade24",random(-3,3),0,8,0,0,random(-3,3))stop
s26:TNT1 A 0 A_FireCustomMissile("Grrnade26",random(-3,3),0,8,0,0,random(-3,3))stop
s28:TNT1 A 0 A_FireCustomMissile("Grrnade28",random(-3,3),0,8,0,0,random(-3,3))stop
s30:TNT1 A 0 A_FireCustomMissile("Grrnade30",random(-3,3),0,8,0,0,random(-3,3))stop
s32:TNT1 A 0 A_FireCustomMissile("Grrnade32",random(-3,3),0,8,0,0,random(-3,3))stop
s34:TNT1 A 0 A_FireCustomMissile("Grrnade34",random(-3,3),0,8,0,0,random(-3,3))stop

b18:TNT1 A 0 A_FireCustomMissile("Grrnade18B",random(-3,3),0,8,0,0,random(-3,3))stop
b20:TNT1 A 0 A_FireCustomMissile("Grrnade20B",random(-3,3),0,8,0,0,random(-3,3))stop
b22:TNT1 A 0 A_FireCustomMissile("Grrnade22B",random(-3,3),0,8,0,0,random(-3,3))stop
b24:TNT1 A 0 A_FireCustomMissile("Grrnade24B",random(-3,3),0,8,0,0,random(-3,3))stop
b26:TNT1 A 0 A_FireCustomMissile("Grrnade26B",random(-3,3),0,8,0,0,random(-3,3))stop
b28:TNT1 A 0 A_FireCustomMissile("Grrnade28B",random(-3,3),0,8,0,0,random(-3,3))stop
b30:TNT1 A 0 A_FireCustomMissile("Grrnade30B",random(-3,3),0,8,0,0,random(-3,3))stop
b32:TNT1 A 0 A_FireCustomMissile("Grrnade32B",random(-3,3),0,8,0,0,random(-3,3))stop
b34:TNT1 A 0 A_FireCustomMissile("Grrnade34B",random(-3,3),0,8,0,0,random(-3,3))stop

r18:TNT1 A 0 A_FireCustomMissile("Grrnade18R",random(-3,3),0,8,0,0,random(-3,3))stop
r20:TNT1 A 0 A_FireCustomMissile("Grrnade20R",random(-3,3),0,8,0,0,random(-3,3))stop
r22:TNT1 A 0 A_FireCustomMissile("Grrnade22R",random(-3,3),0,8,0,0,random(-3,3))stop
r24:TNT1 A 0 A_FireCustomMissile("Grrnade24R",random(-3,3),0,8,0,0,random(-3,3))stop
r26:TNT1 A 0 A_FireCustomMissile("Grrnade26R",random(-3,3),0,8,0,0,random(-3,3))stop
r28:TNT1 A 0 A_FireCustomMissile("Grrnade28R",random(-3,3),0,8,0,0,random(-3,3))stop
r30:TNT1 A 0 A_FireCustomMissile("Grrnade30R",random(-3,3),0,8,0,0,random(-3,3))stop
r32:TNT1 A 0 A_FireCustomMissile("Grrnade32R",random(-3,3),0,8,0,0,random(-3,3))stop
r34:TNT1 A 0 A_FireCustomMissile("Grrnade34R",random(-3,3),0,8,0,0,random(-3,3))stop

o18:TNT1 A 0 A_FireCustomMissile("Grrnade18O",random(-3,3),0,8,0,0,random(-3,3))stop
o20:TNT1 A 0 A_FireCustomMissile("Grrnade20O",random(-3,3),0,8,0,0,random(-3,3))stop
o22:TNT1 A 0 A_FireCustomMissile("Grrnade22O",random(-3,3),0,8,0,0,random(-3,3))stop
o24:TNT1 A 0 A_FireCustomMissile("Grrnade24O",random(-3,3),0,8,0,0,random(-3,3))stop
o26:TNT1 A 0 A_FireCustomMissile("Grrnade26O",random(-3,3),0,8,0,0,random(-3,3))stop
o28:TNT1 A 0 A_FireCustomMissile("Grrnade28O",random(-3,3),0,8,0,0,random(-3,3))stop
o30:TNT1 A 0 A_FireCustomMissile("Grrnade30O",random(-3,3),0,8,0,0,random(-3,3))stop
o32:TNT1 A 0 A_FireCustomMissile("Grrnade32O",random(-3,3),0,8,0,0,random(-3,3))stop
o34:TNT1 A 0 A_FireCustomMissile("Grrnade34O",random(-3,3),0,8,0,0,random(-3,3))stop

p18:TNT1 A 0 A_FireCustomMissile("Grrnade18P",random(-3,3),0,8,0,0,random(-3,3))stop
p20:TNT1 A 0 A_FireCustomMissile("Grrnade20P",random(-3,3),0,8,0,0,random(-3,3))stop
p22:TNT1 A 0 A_FireCustomMissile("Grrnade22P",random(-3,3),0,8,0,0,random(-3,3))stop
p24:TNT1 A 0 A_FireCustomMissile("Grrnade24P",random(-3,3),0,8,0,0,random(-3,3))stop
p26:TNT1 A 0 A_FireCustomMissile("Grrnade26P",random(-3,3),0,8,0,0,random(-3,3))stop
p28:TNT1 A 0 A_FireCustomMissile("Grrnade28P",random(-3,3),0,8,0,0,random(-3,3))stop
p30:TNT1 A 0 A_FireCustomMissile("Grrnade30P",random(-3,3),0,8,0,0,random(-3,3))stop
p32:TNT1 A 0 A_FireCustomMissile("Grrnade32P",random(-3,3),0,8,0,0,random(-3,3))stop
p34:TNT1 A 0 A_FireCustomMissile("Grrnade34P",random(-3,3),0,8,0,0,random(-3,3))stop
}
}

actor ShootGrrnade4 : ShootGrrnade
{
states
{
s18:TNT1 A 0 A_FireCustomMissile("Grrnade18",random(-4,4),0,8,0,0,random(-4,4))stop
s20:TNT1 A 0 A_FireCustomMissile("Grrnade20",random(-4,4),0,8,0,0,random(-4,4))stop
s22:TNT1 A 0 A_FireCustomMissile("Grrnade22",random(-4,4),0,8,0,0,random(-4,4))stop
s24:TNT1 A 0 A_FireCustomMissile("Grrnade24",random(-4,4),0,8,0,0,random(-4,4))stop
s26:TNT1 A 0 A_FireCustomMissile("Grrnade26",random(-4,4),0,8,0,0,random(-4,4))stop
s28:TNT1 A 0 A_FireCustomMissile("Grrnade28",random(-4,4),0,8,0,0,random(-4,4))stop
s30:TNT1 A 0 A_FireCustomMissile("Grrnade30",random(-4,4),0,8,0,0,random(-4,4))stop
s32:TNT1 A 0 A_FireCustomMissile("Grrnade32",random(-4,4),0,8,0,0,random(-4,4))stop
s34:TNT1 A 0 A_FireCustomMissile("Grrnade34",random(-4,4),0,8,0,0,random(-4,4))stop

b18:TNT1 A 0 A_FireCustomMissile("Grrnade18B",random(-4,4),0,8,0,0,random(-4,4))stop
b20:TNT1 A 0 A_FireCustomMissile("Grrnade20B",random(-4,4),0,8,0,0,random(-4,4))stop
b22:TNT1 A 0 A_FireCustomMissile("Grrnade22B",random(-4,4),0,8,0,0,random(-4,4))stop
b24:TNT1 A 0 A_FireCustomMissile("Grrnade24B",random(-4,4),0,8,0,0,random(-4,4))stop
b26:TNT1 A 0 A_FireCustomMissile("Grrnade26B",random(-4,4),0,8,0,0,random(-4,4))stop
b28:TNT1 A 0 A_FireCustomMissile("Grrnade28B",random(-4,4),0,8,0,0,random(-4,4))stop
b30:TNT1 A 0 A_FireCustomMissile("Grrnade30B",random(-4,4),0,8,0,0,random(-4,4))stop
b32:TNT1 A 0 A_FireCustomMissile("Grrnade32B",random(-4,4),0,8,0,0,random(-4,4))stop
b34:TNT1 A 0 A_FireCustomMissile("Grrnade34B",random(-4,4),0,8,0,0,random(-4,4))stop

r18:TNT1 A 0 A_FireCustomMissile("Grrnade18R",random(-4,4),0,8,0,0,random(-4,4))stop
r20:TNT1 A 0 A_FireCustomMissile("Grrnade20R",random(-4,4),0,8,0,0,random(-4,4))stop
r22:TNT1 A 0 A_FireCustomMissile("Grrnade22R",random(-4,4),0,8,0,0,random(-4,4))stop
r24:TNT1 A 0 A_FireCustomMissile("Grrnade24R",random(-4,4),0,8,0,0,random(-4,4))stop
r26:TNT1 A 0 A_FireCustomMissile("Grrnade26R",random(-4,4),0,8,0,0,random(-4,4))stop
r28:TNT1 A 0 A_FireCustomMissile("Grrnade28R",random(-4,4),0,8,0,0,random(-4,4))stop
r30:TNT1 A 0 A_FireCustomMissile("Grrnade30R",random(-4,4),0,8,0,0,random(-4,4))stop
r32:TNT1 A 0 A_FireCustomMissile("Grrnade32R",random(-4,4),0,8,0,0,random(-4,4))stop
r34:TNT1 A 0 A_FireCustomMissile("Grrnade34R",random(-4,4),0,8,0,0,random(-4,4))stop

o18:TNT1 A 0 A_FireCustomMissile("Grrnade18O",random(-4,4),0,8,0,0,random(-4,4))stop
o20:TNT1 A 0 A_FireCustomMissile("Grrnade20O",random(-4,4),0,8,0,0,random(-4,4))stop
o22:TNT1 A 0 A_FireCustomMissile("Grrnade22O",random(-4,4),0,8,0,0,random(-4,4))stop
o24:TNT1 A 0 A_FireCustomMissile("Grrnade24O",random(-4,4),0,8,0,0,random(-4,4))stop
o26:TNT1 A 0 A_FireCustomMissile("Grrnade26O",random(-4,4),0,8,0,0,random(-4,4))stop
o28:TNT1 A 0 A_FireCustomMissile("Grrnade28O",random(-4,4),0,8,0,0,random(-4,4))stop
o30:TNT1 A 0 A_FireCustomMissile("Grrnade30O",random(-4,4),0,8,0,0,random(-4,4))stop
o32:TNT1 A 0 A_FireCustomMissile("Grrnade32O",random(-4,4),0,8,0,0,random(-4,4))stop
o34:TNT1 A 0 A_FireCustomMissile("Grrnade34O",random(-4,4),0,8,0,0,random(-4,4))stop

p18:TNT1 A 0 A_FireCustomMissile("Grrnade18P",random(-4,4),0,8,0,0,random(-4,4))stop
p20:TNT1 A 0 A_FireCustomMissile("Grrnade20P",random(-4,4),0,8,0,0,random(-4,4))stop
p22:TNT1 A 0 A_FireCustomMissile("Grrnade22P",random(-4,4),0,8,0,0,random(-4,4))stop
p24:TNT1 A 0 A_FireCustomMissile("Grrnade24P",random(-4,4),0,8,0,0,random(-4,4))stop
p26:TNT1 A 0 A_FireCustomMissile("Grrnade26P",random(-4,4),0,8,0,0,random(-4,4))stop
p28:TNT1 A 0 A_FireCustomMissile("Grrnade28P",random(-4,4),0,8,0,0,random(-4,4))stop
p30:TNT1 A 0 A_FireCustomMissile("Grrnade30P",random(-4,4),0,8,0,0,random(-4,4))stop
p32:TNT1 A 0 A_FireCustomMissile("Grrnade32P",random(-4,4),0,8,0,0,random(-4,4))stop
p34:TNT1 A 0 A_FireCustomMissile("Grrnade34P",random(-4,4),0,8,0,0,random(-4,4))stop
}
}

actor ShootGrrnade5 : ShootGrrnade
{
states
{
s18:TNT1 A 0 A_FireCustomMissile("Grrnade18",random(-5,5),0,8,0,0,random(-5,5))stop
s20:TNT1 A 0 A_FireCustomMissile("Grrnade20",random(-5,5),0,8,0,0,random(-5,5))stop
s22:TNT1 A 0 A_FireCustomMissile("Grrnade22",random(-5,5),0,8,0,0,random(-5,5))stop
s24:TNT1 A 0 A_FireCustomMissile("Grrnade24",random(-5,5),0,8,0,0,random(-5,5))stop
s26:TNT1 A 0 A_FireCustomMissile("Grrnade26",random(-5,5),0,8,0,0,random(-5,5))stop
s28:TNT1 A 0 A_FireCustomMissile("Grrnade28",random(-5,5),0,8,0,0,random(-5,5))stop
s30:TNT1 A 0 A_FireCustomMissile("Grrnade30",random(-5,5),0,8,0,0,random(-5,5))stop
s32:TNT1 A 0 A_FireCustomMissile("Grrnade32",random(-5,5),0,8,0,0,random(-5,5))stop
s34:TNT1 A 0 A_FireCustomMissile("Grrnade34",random(-5,5),0,8,0,0,random(-5,5))stop

b18:TNT1 A 0 A_FireCustomMissile("Grrnade18B",random(-5,5),0,8,0,0,random(-5,5))stop
b20:TNT1 A 0 A_FireCustomMissile("Grrnade20B",random(-5,5),0,8,0,0,random(-5,5))stop
b22:TNT1 A 0 A_FireCustomMissile("Grrnade22B",random(-5,5),0,8,0,0,random(-5,5))stop
b24:TNT1 A 0 A_FireCustomMissile("Grrnade24B",random(-5,5),0,8,0,0,random(-5,5))stop
b26:TNT1 A 0 A_FireCustomMissile("Grrnade26B",random(-5,5),0,8,0,0,random(-5,5))stop
b28:TNT1 A 0 A_FireCustomMissile("Grrnade28B",random(-5,5),0,8,0,0,random(-5,5))stop
b30:TNT1 A 0 A_FireCustomMissile("Grrnade30B",random(-5,5),0,8,0,0,random(-5,5))stop
b32:TNT1 A 0 A_FireCustomMissile("Grrnade32B",random(-5,5),0,8,0,0,random(-5,5))stop
b34:TNT1 A 0 A_FireCustomMissile("Grrnade34B",random(-5,5),0,8,0,0,random(-5,5))stop

r18:TNT1 A 0 A_FireCustomMissile("Grrnade18R",random(-5,5),0,8,0,0,random(-5,5))stop
r20:TNT1 A 0 A_FireCustomMissile("Grrnade20R",random(-5,5),0,8,0,0,random(-5,5))stop
r22:TNT1 A 0 A_FireCustomMissile("Grrnade22R",random(-5,5),0,8,0,0,random(-5,5))stop
r24:TNT1 A 0 A_FireCustomMissile("Grrnade24R",random(-5,5),0,8,0,0,random(-5,5))stop
r26:TNT1 A 0 A_FireCustomMissile("Grrnade26R",random(-5,5),0,8,0,0,random(-5,5))stop
r28:TNT1 A 0 A_FireCustomMissile("Grrnade28R",random(-5,5),0,8,0,0,random(-5,5))stop
r30:TNT1 A 0 A_FireCustomMissile("Grrnade30R",random(-5,5),0,8,0,0,random(-5,5))stop
r32:TNT1 A 0 A_FireCustomMissile("Grrnade32R",random(-5,5),0,8,0,0,random(-5,5))stop
r34:TNT1 A 0 A_FireCustomMissile("Grrnade34R",random(-5,5),0,8,0,0,random(-5,5))stop

o18:TNT1 A 0 A_FireCustomMissile("Grrnade18O",random(-5,5),0,8,0,0,random(-5,5))stop
o20:TNT1 A 0 A_FireCustomMissile("Grrnade20O",random(-5,5),0,8,0,0,random(-5,5))stop
o22:TNT1 A 0 A_FireCustomMissile("Grrnade22O",random(-5,5),0,8,0,0,random(-5,5))stop
o24:TNT1 A 0 A_FireCustomMissile("Grrnade24O",random(-5,5),0,8,0,0,random(-5,5))stop
o26:TNT1 A 0 A_FireCustomMissile("Grrnade26O",random(-5,5),0,8,0,0,random(-5,5))stop
o28:TNT1 A 0 A_FireCustomMissile("Grrnade28O",random(-5,5),0,8,0,0,random(-5,5))stop
o30:TNT1 A 0 A_FireCustomMissile("Grrnade30O",random(-5,5),0,8,0,0,random(-5,5))stop
o32:TNT1 A 0 A_FireCustomMissile("Grrnade32O",random(-5,5),0,8,0,0,random(-5,5))stop
o34:TNT1 A 0 A_FireCustomMissile("Grrnade34O",random(-5,5),0,8,0,0,random(-5,5))stop

p18:TNT1 A 0 A_FireCustomMissile("Grrnade18P",random(-5,5),0,8,0,0,random(-5,5))stop
p20:TNT1 A 0 A_FireCustomMissile("Grrnade20P",random(-5,5),0,8,0,0,random(-5,5))stop
p22:TNT1 A 0 A_FireCustomMissile("Grrnade22P",random(-5,5),0,8,0,0,random(-5,5))stop
p24:TNT1 A 0 A_FireCustomMissile("Grrnade24P",random(-5,5),0,8,0,0,random(-5,5))stop
p26:TNT1 A 0 A_FireCustomMissile("Grrnade26P",random(-5,5),0,8,0,0,random(-5,5))stop
p28:TNT1 A 0 A_FireCustomMissile("Grrnade28P",random(-5,5),0,8,0,0,random(-5,5))stop
p30:TNT1 A 0 A_FireCustomMissile("Grrnade30P",random(-5,5),0,8,0,0,random(-5,5))stop
p32:TNT1 A 0 A_FireCustomMissile("Grrnade32P",random(-5,5),0,8,0,0,random(-5,5))stop
p34:TNT1 A 0 A_FireCustomMissile("Grrnade34P",random(-5,5),0,8,0,0,random(-5,5))stop
}
}

actor Grrnade
{
translation "198:198=194:194","192:192=4:4","202:202=215:215"
PROJECTILE
damagetype "GrenadeM_Nade"
Obituary "$OB_CARPETBOMB"
-NOGRAVITY

+BOUNCEONWALLS
+BOUNCEONCEILINGS
BounceFactor 0.0
WallBounceFactor 0.0

reactiontime 15
Damage(20)
Radius 6
Height 7
speed 20
scale 2.5
States
{
Spawn:
XH0D Q 0
XH0D Q 0 ThrustThingZ(0,25,0,1)
XH0D QRST 4
Goto Spawn+2
Death:
XH0D QRST 4
XH0D QRST 4
XH0D QRST 4
//Goto XDeath
TNT1 A 0 A_PlaySoundEx("weapon/napalm", "Weapon")
TNT1 A 0 A_Explode(100,128,0)
TNT1 A 1 A_SpawnItemEx("BasicBoom5FX_Y",0,0,0,0,0,0,0,1+32)
stop
XDeath:
TNT1 A 0 A_PlaySoundEx("weapon/napalm", "Weapon")
TNT1 A 0 A_Explode(80,128,0)
TNT1 A 1 A_SpawnItemEx("BasicBoom5FX_Y",0,0,0,0,0,0,0,1+32)
stop
}
}

actor GrrnadeB : Grrnade{translation "198:198=74:74","192:192=205:205","202:202=205:205"}
actor GrrnadeR : Grrnade{translation "198:198=41:41","192:192=171:171","202:202=171:171"}
actor GrrnadeO : Grrnade{translation "198:198=128:128","192:192=104:104","202:202=104:104"}
actor GrrnadeP : Grrnade{translation "198:198=232:232","192:192=229:229","202:202=229:229"}

actor Grrnade18 : Grrnade {speed 18}actor Grrnade18B : GrrnadeB {speed 18}actor Grrnade18R : GrrnadeR {speed 18}actor Grrnade18O : GrrnadeO {speed 18}actor Grrnade18P : GrrnadeP {speed 18}
actor Grrnade20 : Grrnade {}actor Grrnade20B : GrrnadeB {}actor Grrnade20R : GrrnadeR {}actor Grrnade20O : GrrnadeO {}actor Grrnade20P : GrrnadeP {}
actor Grrnade22 : Grrnade {speed 22}actor Grrnade22B : GrrnadeB {speed 22}actor Grrnade22R : GrrnadeR {speed 22}actor Grrnade22O : GrrnadeO {speed 22}actor Grrnade22P : GrrnadeP {speed 22}
actor Grrnade24 : Grrnade {speed 24}actor Grrnade24B : GrrnadeB {speed 24}actor Grrnade24R : GrrnadeR {speed 24}actor Grrnade24O : GrrnadeO {speed 24}actor Grrnade24P : GrrnadeP {speed 24}
actor Grrnade26 : Grrnade {speed 26}actor Grrnade26B : GrrnadeB {speed 26}actor Grrnade26R : GrrnadeR {speed 26}actor Grrnade26O : GrrnadeO {speed 26}actor Grrnade26P : GrrnadeP {speed 26}
actor Grrnade28 : Grrnade {speed 28}actor Grrnade28B : GrrnadeB {speed 28}actor Grrnade28R : GrrnadeR {speed 28}actor Grrnade28O : GrrnadeO {speed 28}actor Grrnade28P : GrrnadeP {speed 28}
actor Grrnade30 : Grrnade {speed 30}actor Grrnade30B : GrrnadeB {speed 30}actor Grrnade30R : GrrnadeR {speed 30}actor Grrnade30O : GrrnadeO {speed 30}actor Grrnade30P : GrrnadeP {speed 30}
actor Grrnade32 : Grrnade {speed 32}actor Grrnade32B : GrrnadeB {speed 32}actor Grrnade32R : GrrnadeR {speed 32}actor Grrnade32O : GrrnadeO {speed 32}actor Grrnade32P : GrrnadeP {speed 32}
actor Grrnade34 : Grrnade {speed 34}actor Grrnade34B : GrrnadeB {speed 34}actor Grrnade34R : GrrnadeR {speed 34}actor Grrnade34O : GrrnadeO {speed 34}actor Grrnade34P : GrrnadeP {speed 34}

actor GrenademanDeathBoom : BasicExplosion
{
damagetype "GrenadeM_Kamikaze"
Obituary "$OB_THATFELTGOOD"
scale 5.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Stop
TNT1 A 0 A_PlaySoundEx("misc/hugequake","Weapon")
TNT1 A 0 A_PlaySoundEx("weapon/GrenadeGood","Body")
TNT1 A 0 A_PlaySoundEx("weapon/GrenadeGood","Voice")
TNT1 A 0 A_Explode(400,500,0,0,96)
TNT1 A 1 A_SpawnItemEx("BasicBoom5FX_Y",0,0,0,0,0,0,0,1+32+16384)
stop
}
}



actor FlashBombPBoss
{
translation "198:198=194:194","192:192=4:4","199:199=194:194","202:202=215:215"
PROJECTILE
damagetype "GrenadeM_Bomb"
Obituary "$OB_FLASHBOMB"//Shining Bomb
+FORCEXYBILLBOARD
damage (60)
Radius 8
Height 8
speed 26
scale 2.5
States
{
Spawn:
GRHU O 0
GRHU O 0 A_Jump(256,1,2,3,4)
GRHU OPQR 3 A_SpawnItemEx("FlashBombPBossFX",0,0,0,frandom(-1,1),frandom(-1,1),frandom(5,6),0,1)
goto Spawn+2
Death:
Y_8G A 0 A_Stop
Y_8G A 0 A_PlaySoundEx("weapon/flashbomb","Weapon")
Y_8G A 1 A_SpawnItemEx("FlashBombExplosionBoss",0,0,0,0,0,0,0,1)
stop
}
}

actor FlashBombPBossB : FlashBombPBoss{translation "198:198=74:74","192:192=205:205","199:199=74:74","202:202=205:205"}
actor FlashBombPBossR : FlashBombPBoss{translation "198:198=41:41","192:192=171:171","199:199=41:41","202:202=171:171"}
actor FlashBombPBossO : FlashBombPBoss{translation "198:198=128:128","192:192=104:104","199:199=128:128","202:202=104:104"}
actor FlashBombPBossP : FlashBombPBoss{translation "198:198=232:232","192:192=229:229","199:199=232:232","202:202=229:229"}

actor FlashBombPBossFX : BasicClientSide
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1
GRHU LMN 3
stop
}
}

actor FlashBombPBoss1 : FlashBombPBoss{speed 29}
actor FlashBombPBoss1B : FlashBombPBossB{speed 29}
actor FlashBombPBoss1R : FlashBombPBossR{speed 29}
actor FlashBombPBoss1O : FlashBombPBossO{speed 29}
actor FlashBombPBoss1P : FlashBombPBossP{speed 29}

actor FlashBombPBoss2 : FlashBombPBoss{speed 32}
actor FlashBombPBoss2B : FlashBombPBossB{speed 32}
actor FlashBombPBoss2R : FlashBombPBossR{speed 32}
actor FlashBombPBoss2O : FlashBombPBossO{speed 32}
actor FlashBombPBoss2P : FlashBombPBossP{speed 32}

actor FlashBombPBoss3 : FlashBombPBoss{speed 35}
actor FlashBombPBoss3B : FlashBombPBossB{speed 35}
actor FlashBombPBoss3R : FlashBombPBossR{speed 35}
actor FlashBombPBoss3O : FlashBombPBossO{speed 35}
actor FlashBombPBoss3P : FlashBombPBossP{speed 35}

actor FlashBombPBoss4 : FlashBombPBoss{speed 38}
actor FlashBombPBoss4B : FlashBombPBossB{speed 38}
actor FlashBombPBoss4R : FlashBombPBossR{speed 38}
actor FlashBombPBoss4O : FlashBombPBossO{speed 38}
actor FlashBombPBoss4P : FlashBombPBossP{speed 38}


actor FlashBombExplosionBoss : FlashBombPBoss
{
var int user_Flash;
damagetype "GrenadeM_Bomb"
+NOCLIP
+DONTBLAST
+DONTSPLASH
+BRIGHT
Reactiontime 5
Scale 3.5
States
{
Spawn:
Y_8G A 0
Y_8G A 0 A_SetUserVar("user_Flash",5)
Y_8G AB 1 
Y_8G CD 1
Y_8G A 0 A_Explode(150,80,0)
Y_8G EE 0 A_SpawnItemEx("FlashBombFX2_B",Random(-16, 16),Random(-40, 40), Random(-32, 32),0,0,0,0,1)
Y_8G EF 1 A_SpawnItemEx("FlashBombFX1_B",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360),1)
Y_8G EE 0 A_SpawnItemEx("FlashBombFX2_B",Random(-16, 16),Random(-40, 40), Random(-32, 32),0,0,0,0,1)
Y_8G GF 1 A_SpawnItemEx("FlashBombFX1_B",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360),1)
Y_8G A 0 A_Explode(100,80,0)
Goto Pattern1
Pattern1:
Y_8G EF 1 A_SpawnItemEx("FlashBombFX1_B",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360),1)
Y_8G E 0 A_SpawnItemEx("FlashBombFX2_B",Random(-16, 16),Random(-16, -40), Random(-32, 32),0,0,0,0,1)
Y_8G GF 1 A_SpawnItemEx("FlashBombFX2_B",Random(-16, 16),Random(16, 40), Random(-32, 32),0,0,0,0,1)
Y_8G G 0 A_SpawnItemEx("FlashBombFX1_B",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360),1)
Goto DamageNow
Pattern2:
Y_8G EF 1 A_SpawnItemEx("FlashBombFX1_B",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360),1)
Y_8G E 0 A_SpawnItemEx("FlashBombFX2_B",Random(-16, 16),Random(32, 64), Random(-32, 40),0,0,0,0,1)
Y_8G E 0 A_SpawnItemEx("FlashBombFX2_B",Random(-16, 16),Random(-32, -64), Random(-32, 40),0,0,0,0,1)
Y_8G EF 1 A_SpawnItemEx("FlashBombFX2_B",Random(-16, 16),Random(-40, 40), Random(-32, 32),0,0,0,0,1)
Y_8G G 0 A_SpawnItemEx("FlashBombFX1_B",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360),1)
Goto DamageNow
DamageNow:
Y_8G A 0 A_Explode(90+user_Flash*10,80,0)
Goto Continue
Continue:
Y_8G A 0 A_CountDown
Y_8G A 0 A_SetUserVar("user_Flash",user_Flash-1)
Y_8G A 0 A_GiveInventory("CutterFlag",1)
Y_8G A 0 A_Jump(256,"Pattern1","Pattern2")
Goto Death
Death:
Y_8G A 0 A_Changeflag("NOGRAVITY",1)
Y_8G G 1
TNT1 A 1 
Y_8G D 1
TNT1 A 1 
Y_8G D 1
TNT1 A 1 
Y_8G N 1
stop
}
}


actor FlashBombFX1_B
{
+NOINTERACTION
-SOLID
+NOGRAVITY
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+BRIGHT
Scale 2.5
States
{
Spawn:
Y_8G C 0 bright
Y_8G C 2 bright A_Jump(64, 2)
Y_8G H 2 bright A_Jump(8,"End")
Y_8G M 1 bright A_Jump(8,"End")
TNT1 A 2 A_Jump(8,"End")
Y_8G L 1 bright
Goto End
End:
TNT1 A 0
stop
}
}

actor FlashBombFX2_B : FlashBombFX1_B
{
States
{
Spawn:
Y_8G C 0 bright
Y_8G C 0 bright A_Jump(240,"Spawn2")
Goto "FlashBombFX1_B::Spawn"
Spawn2:
Y_8G BCH 1 bright
Y_8G H 0 A_Jump(64,"Spawn3")
TNT1 A 1 
Y_8G H 1 bright
TNT1 A 1 
Y_8G C 1 bright
TNT1 A 1 
Y_8G C 1 bright
Goto End
Spawn3:
Y_8G H 1 bright
TNT1 A 1 
Y_8G E 1 bright
TNT1 A 1 
Y_8G D 1 bright
Goto End
}
}

actor FlashBombFX3_B : FlashBombFX2_B
{
States
{
Spawn:
Y_8G C 0 bright
Y_8G C 0 bright A_Jump(128,"Spawn2")
Goto "FlashBombFX1_B::Spawn"
}
}


actor GrenademanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlashBombPBossB",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlashBombPBossR",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlashBombPBossO",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlashBombPBossP",0,1,8,0)
goto Done
}
}

actor GrenademanMain1_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss1",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss1B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss1R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss1O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss1P",0,1,8,0)
goto Done
}
}

actor GrenademanMain2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss2",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss2B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss2R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss2O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss2P",0,1,8,0)
goto Done
}
}

actor GrenademanMain3_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss3",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss3B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss3R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss3O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss3P",0,1,8,0)
goto Done
}
}

actor GrenademanMain4_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss4",0,1,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss4B",0,1,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss4R",0,1,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss4O",0,1,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("FlashBombPBoss4P",0,1,8,0)
goto Done
}
}