actor WaveBurnerBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_BE"
dropitem "WaveBurnerWepCDropped"
Weapon.AmmoUse 4
Weapon.AmmoGive 224
Obituary "$OB_WAVEBURNER"
//Obituary "%o was burned alive by %k's Wave Burner."
weapon.ammotype "ThirdDegreeBearAmmo"
weapon.ammotype2 "BurnBabyBurnAmmo"
+WEAPON.NOAUTOAIM
States
{
Spawn:
C_0B E 1
loop
Ready:
BRHD A 0 ACS_ExecuteAlways(998,0,DYE_BURNERMAN)
goto Ready2
Ready2:
BRHD A 0 A_JumpIfInventory("ThirdDegreeBearAmmo",4,"Ready2a")
BRHD A 0 A_JumpIfInventory("BurnBabyBurnAmmo",28,"Ready2b")
BRHD A 2 A_WeaponReady(12)
BRHD A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
BRHD A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
loop
Ready2a:
BRHD A 0 A_JumpIfInventory("ThirdDegreeBearAmmo",56,"Ready3a")
BRHD A 0 A_JumpIfInventory("BurnBabyBurnAmmo",28,"Ready3b")
BRHD A 2 A_WeaponReady(8)
BRHD A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
BRHD A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
loop
Ready2b:
BRHD A 0 A_JumpIfInventory("ThirdDegreeBearAmmo",4,"Ready3b")
BRHD A 2 A_WeaponReady(4)
BRHD A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
BRHD A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
loop
Ready3a:
BRHD A 0 A_JumpIfInventory("BurnBabyBurnAmmo",28,"Ready4")
BRHD A 2 A_WeaponReady(8)
BRHD A 0 A_JumpIfInventory("BurnerUseTrap_F",1,"ThrowTraps")
BRHD A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
BRHD A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
loop
Ready3b:
BRHD A 0 A_JumpIfInventory("ThirdDegreeBearAmmo",28,"Ready4")
BRHD A 2 A_WeaponReady
BRHD A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
BRHD A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
loop

Ready4:
BRHD A 2 A_WeaponReady
BRHD A 0 A_JumpIfInventory("BurnerUseTrap_F",1,"ThrowTraps")
BRHD A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
BRHD A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
loop

Deselect:
BRHD AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BRHD A 1 A_Lower
loop
Select:
BRHD AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BRHD A 1 A_Raise
loop

Fire:
BRHD A 0 A_JumpIfNoAmmo("NoAmmo")
BRHD A 2
goto FireH0

FireW:
BRHD B 0 A_JumpIfNoAmmo("NoAmmo")
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 0 A_JumpIfInventory("PowerRage_ST",1,"FireW_R")
BRHD B 1 A_GiveInventory("BurnermanMain8_CI",1)
BRHD C 0 A_Refire("FireWC")
goto FireE
FireW_R:
BRHD BB 0 A_GiveInventory("BurnermanMain8_CI",1)
BRHD B 1
BRHD C 0 A_Refire("FireWC")
goto FireE
FireWC:
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW1")
goto FireH0
FireW1:
BRHD C 0 A_JumpIfNoAmmo("NoAmmo")
BRHD C 0 A_JumpIfInventory("PowerRage_ST",1,"FireW1_R")
BRHD C 1 A_GiveInventory("BurnermanMain9_CI",1)
BRHD B 0 A_Refire("FireWC1")
goto FireE
FireW1_R:
BRHD CC 0 A_GiveInventory("BurnermanMain9_CI",1)
BRHD C 1
BRHD B 0 A_Refire("FireWC1")
goto FireE
FireWC1:
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
goto FireH0

FireH0_R:
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 0 A_GiveInventory("BurnermanMain2_CI",1)
BRHD B 1 A_GiveInventory("BurnermanMain1_CI",1)
BRHD C 0 A_Refire("FireH2")
goto FireE
FireH1_R:
BRHD C 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD C 0 A_GiveInventory("BurnermanMain4_CI",1)
BRHD C 1 A_GiveInventory("BurnermanMain3_CI",1)
BRHD B 0 A_Refire("FireH4")
goto FireE
FireH2_R:
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 0 A_GiveInventory("BurnermanMain2_CI",1)
BRHD B 1 A_GiveInventory("BurnermanMain3_CI",1)
BRHD C 0 A_Refire("FireH6")
goto FireE
FireH3_R:
BRHD C 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD C 0 A_GiveInventory("BurnermanMain5_CI",1)
BRHD C 1 A_GiveInventory("BurnermanMain1_CI",1)
BRHD B 0 A_Refire("FireH8")
goto FireE
FireH4_R:
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 0 A_GiveInventory("BurnermanMain7_CI",1)
BRHD B 1 A_GiveInventory("BurnermanMain6_CI",1)
BRHD C 0 A_Refire("FireH10")
goto FireE
FireH5_R:
BRHD C 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD C 0 A_GiveInventory("BurnermanMain5_CI",1)
BRHD C 1 A_GiveInventory("BurnermanMain6_CI",1)
BRHD B 0 A_Refire("FireH0")
goto FireE

FireH0:
BRHD B 0 A_JumpIfNoAmmo("NoAmmo")
BRHD B 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD B 0 A_JumpIfInventory("PowerRage_ST",1,"FireH0_R")
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 1 A_GiveInventory("BurnermanMain1_CI",1)
BRHD C 0 A_Refire("FireH1")
goto FireE
FireH1:
BRHD C 0 A_JumpIfNoAmmo("NoAmmo")
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD C 0 A_JumpIfInventory("PowerRage_ST",1,"FireH0_R")
BRHD C 1 A_GiveInventory("BurnermanMain2_CI",1)
BRHD B 0 A_Refire("FireH2")
goto FireE
FireH2:
BRHD B 0 A_JumpIfNoAmmo("NoAmmo")
BRHD B 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD B 0 A_JumpIfInventory("PowerRage_ST",1,"FireH1_R")
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 1 A_GiveInventory("BurnermanMain3_CI",1)
BRHD C 0 A_Refire("FireH3")
goto FireE
FireH3:
BRHD C 0 A_JumpIfNoAmmo("NoAmmo")
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD C 0 A_JumpIfInventory("PowerRage_ST",1,"FireH1_R")
BRHD C 1 A_GiveInventory("BurnermanMain4_CI",1)
BRHD B 0 A_Refire("FireH4")
goto FireE
FireH4:
BRHD B 0 A_JumpIfNoAmmo("NoAmmo")
BRHD B 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD B 0 A_JumpIfInventory("PowerRage_ST",1,"FireH2_R")
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 1 A_GiveInventory("BurnermanMain3_CI",1)
BRHD C 0 A_Refire("FireH5")
goto FireE
FireH5:
BRHD C 0 A_JumpIfNoAmmo("NoAmmo")
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD C 0 A_JumpIfInventory("PowerRage_ST",1,"FireH2_R")
BRHD C 1 A_GiveInventory("BurnermanMain2_CI",1)
BRHD B 0 A_Refire("FireH6")
goto FireE
FireH6:
BRHD B 0 A_JumpIfNoAmmo("NoAmmo")
BRHD B 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD B 0 A_JumpIfInventory("PowerRage_ST",1,"FireH3_R")
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 1 A_GiveInventory("BurnermanMain1_CI",1)
BRHD C 0 A_Refire("FireH7")
goto FireE
FireH7:
BRHD C 0 A_JumpIfNoAmmo("NoAmmo")
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD C 0 A_JumpIfInventory("PowerRage_ST",1,"FireH3_R")
BRHD C 1 A_GiveInventory("BurnermanMain5_CI",1)
BRHD B 0 A_Refire("FireH8")
goto FireE
FireH8:
BRHD B 0 A_JumpIfNoAmmo("NoAmmo")
BRHD B 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD B 0 A_JumpIfInventory("PowerRage_ST",1,"FireH4_R")
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 1 A_GiveInventory("BurnermanMain6_CI",1)
BRHD C 0 A_Refire("FireH9")
goto FireE
FireH9:
BRHD C 0 A_JumpIfNoAmmo("NoAmmo")
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD C 0 A_JumpIfInventory("PowerRage_ST",1,"FireH4_R")
BRHD C 1 A_GiveInventory("BurnermanMain7_CI",1)
BRHD B 0 A_Refire("FireH10")
goto FireE
FireH10:
BRHD B 0 A_JumpIfNoAmmo("NoAmmo")
BRHD B 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD B 0 A_JumpIfInventory("PowerRage_ST",1,"FireH5_R")
BRHD B 0 A_PlaySoundEx("weapon/BurnerWave","Weapon")
BRHD B 1 A_GiveInventory("BurnermanMain6_CI",1)
BRHD B 0 A_Refire("FireH11")
goto FireE
FireH11:
BRHD C 0 A_JumpIfNoAmmo("NoAmmo")
BRHD C 0 A_JumpIfInventory("IsUnderWater",1,"FireW")
BRHD C 0 A_JumpIfInventory("PowerRage_ST",1,"FireH5_R")
BRHD C 1 A_GiveInventory("BurnermanMain5_CI",1)
BRHD B 0 A_Refire("FireH0")
goto FireE

FireE:
BRHD C 4 A_TakeInventory("WaveBurnerFlag",99)
BRHD BA 2
BRHD C 0 A_TakeInventory("WaveBurnerFlag",99)
BRHD A 0 A_TakeInventory("BurnerUseTrap_F",999)
Goto Ready2

Altfire:
BRHD A 0 A_JumpIfInventory("BurnBabyBurnAmmo",28,"JumpCheck")
goto Clear
JumpCheck:
BRHD A 0 A_JumpIf(ACS_ExecuteWithResult(C_JAX_CHECK_JUMP)==1,"HoverBeginCheck")
BRHD A 2 A_JumpIf(z-floorz==0,"SlideSlide")
TNT1 A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
TNT1 A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
goto Ready2
HoverBeginCheck:
BRHD A 2 A_JumpIfInventory("BurnBabyBurnAmmo",84,"HoverBegin")
TNT1 A 0 A_GiveInventory("ThirdDegreeBearAmmo",4)
TNT1 A 0 A_GiveInventory("BurnBabyBurnAmmo",2)
goto Ready2

SlideSlide:
BRHD D 2 Offset(-14,49)A_GiveInventory("ThirdDegreeBearAmmo",3)
BRHD D 0 A_WeaponReady(14)
BRHD D 2 A_GiveInventory("ThirdDegreeBearAmmo",3)
BRHD E 2 A_GiveInventory("ThirdDegreeBearAmmo",3)
BRHD E 0 SetPlayerProperty(0,1,0)
SlideSlideSlide:
BRHD F 0 A_GiveInventory("BurnerDashFlag",1)

BRHD F 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)

BRHD F 2 A_GiveInventory("BurnerDashPickup",1)
BRHD F 0 A_GiveInventory("ThirdDegreeBearAmmo",3)
BRHD F 0 //A_TakeInventory("BurnerDashFlag",1)
BRHD F 0 A_TakeInventory("BurnBabyBurnAmmo",1,1)
BRHD F 0 A_Refire("SlideAmmo")
Goto Clear
SlideAmmo:
BRHD F 0 A_JumpIfInventory("BurnBabyBurnAmmo",1,"SlideSlideSlide")
goto Clear

HoverBegin:
BRHD F 0 A_ChangeFlag("NOGRAVITY",1)
BRHD F 0 SetPlayerProperty(0,1,0)
goto HoverTime
HoverTime:
BRHD F 0 A_GiveInventory("BurnerHoverTime_P",1)
BRHD F 0 A_GiveInventory("BurnerRiseSound_P",1)
BRHD F 2
BRHD F 0 A_TakeInventory("BurnBabyBurnAmmo",4,1)//2
BRHD F 0 A_Refire("HoverAmmo")
goto Launch
HoverAmmo:
BRHD F 0 A_JumpIfInventory("BurnBabyBurnAmmo",1,"HoverTime")
goto Launch

Launch:
BRHD G 0 A_GiveInventory("LadderDisable",1)
BRHD G 0 A_Stop
BRHD G 0 A_PlaySound("weapon/BurnerDive",1,1.0)
BRHD G 0 SetPlayerProperty(0,0,3)
BRHD G 0 A_ChangeFlag("NOGRAVITY",0)
BRHD G 0 SetPlayerProperty(0,1,0)
BRHD G 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,0,1)
BRHD G 0 A_GiveInventory("BurnerDiveFlag",1)
BRHD G 0 A_TakeInventory("BurnBabyBurnAmmo",56,1)
BRHD G 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD G 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD G 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD H 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD H 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD H 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD G 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD G 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD G 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD H 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD H 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD H 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD G 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD G 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD G 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD H 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD H 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD H 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD G 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD G 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD G 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD H 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD H 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD H 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD G 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD G 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD G 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD H 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD H 0 A_GiveInventory("BurnerAirDashStart_P",1)
BRHD H 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD G 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD G 0 A_GiveInventory("BurnerAirDashStart_P",1)
goto LaunchWait

LaunchWait:
BRHD G 0 A_GiveInventory("BurnerDiveFlag",1)
BRHD G 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD G 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD G 0 A_GiveInventory("BurnerAirDash_P",1)
BRHD H 0 A_JumpIfInventory("BurnerDiveFlag",500,"GroundHit")
BRHD H 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD H 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD H 0 A_GiveInventory("BurnerAirDash_P",1)
BRHD H 1 A_JumpIf(z-floorz<8,"GroundHit")
BRHD H 0 A_SpawnItemEX("BurnerFlameTrail",0,0,0,0,0,0,0,1)
BRHD H 0 A_GiveInventory("BurnerAirDash_P",1)
loop

GroundHit:
BRHD D 0 A_GiveInventory("LadderEnable",1)
BRHD D 0 A_TakeInventory("BurnerDiveFlag",999)
BRHD D 0 A_Stop
BRHD D 0 A_SpawnItemEx("BurnExplosionSound")
BRHD D 0 A_GiveInventory("BurnermanAlt1_CI",1)
BRHD D 0 A_GiveInventory("BurnermanAlt2_CI",1)
BRHD D 15
BRHD D 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_JumpZ,10,1)
goto Clear
Clear:
BRHD A 0 SetPlayerProperty(0,0,3)
BRHD A 0 SetPlayerProperty(0,0,0)
BRHD A 0 A_TakeInventory("BurnerUseTrap_F",999)
BRHD A 0 A_TakeInventory("BurnerDashFlag",99)
BRHD A 0 //A_TakeInventory("BurnerAnimFlag",1)
goto Ready2

ThrowTraps:
BRHD A 0 A_JumpIfInventory("ThirdDegreeBearAmmo",56,"ThrowTrapsOK")
BRHD A 0 A_TakeInventory("BurnerUseTrap_F",999)
goto Ready2
ThrowTrapsOK:
BRHD A 0 A_GunFlash("NoFlash")
BRHD A 0 A_PlaySoundEx("weapon/BombThrow","Weapon")
BRHD A 0 A_GiveInventory("BurnermanOther_CI",1)
BRHD A 1 Offset(25,73)
BRHD I 0 A_JumpIf(1,1)
BRHD I 2 Offset(25,63)
BRHD J 2 Offset(-1,32)
BRHD J 6 Offset(-25,14)
BRHD J 3 Offset(-1,32)
BRHD I 3 Offset(25,63)
TNT1 A 3
BRHD A 2 Offset(30,72)
BRHD A 2 Offset(15,52)
BRHD A 0 A_TakeInventory("BurnerUseTrap_F",999)
goto Ready2
NoAmmo:
BRHD A 0 A_TakeInventory("BurnerUseTrap_F",999)
BRHD A 0 A_JumpIfInventory("IsBot",1,"BotAmmo")
goto FireE
BotAmmo:
BRHD A 0 A_GiveInventory("ThirdDegreeBearAmmo",84)
BRHD C 4 SetPlayerProperty(0,1,0)
BRHD B 2
BRHD A 20
BRHD A 0 SetPlayerProperty(0,0,0)
Goto Ready2
}
}

actor ThirdDegreeBearAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 224
+INVENTORY.IGNORESKILL
}

actor BurnBabyBurnAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 112
+INVENTORY.IGNORESKILL
}

actor BurnerDashFlag : Inventory
{
Inventory.amount 1
Inventory.maxamount 8
}
actor BurnerDiveFlag : Inventory
{
Inventory.amount 1
Inventory.maxamount 500
}
actor BurnerAnimFlag :OnceC{}

actor BurnerUseTrap_F :OnceC{}

actor BurnerRiseSoundDelay : Powerup
{
Powerup.Duration 15
}

actor BurnerTrapItem : BasicClassItem
{
inventory.icon "BurnTrap"
inventory.pickupmessage "Time to catch some gummy bears."
Tag "Toss Burner Traps"
states
{
Spawn:
BRHD Z 1
loop
Use:
TNT1 A 0 A_JumpIfInventory("BurnerUseTrap_F",1,"No")
TNT1 A 0 A_JumpIfInventory("ThirdDegreeBearAmmo",56,"GimmeTraps")
fail
GimmeTraps:
TNT1 A 0 A_GiveInventory("BurnerUseTrap_F",1)
fail
}
}


actor BurnerDashPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(z-floorz==0,"Ground")
goto Air
Air:
TNT1 A 0 A_Recoil(-2)
stop
Ground:
TNT1 A 0 A_Recoil(-6)
stop
}
}

actor BurnerRiseSound_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIfInventory("BurnerRiseSoundDelay",1,"No")
TNT1 A 0 A_PlaySoundEx("weapon/BurnerRise","Weapon")
TNT1 A 0 A_GiveInventory("BurnerRiseSoundDelay",1)
stop
No:
TNT1 A 0
stop
}
}

actor BurnerHoverTime_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,"No")
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"PickupR")
TNT1 A 0 ThrustThingZ(0,24,0,0)
stop
PickupR:
TNT1 A 0 ThrustThingZ(0,36,0,0)
stop
No:
TNT1 A 0
stop
}
}
actor BurnerAirDashStart_P : CustomInventory
{
States
{
Pickup:
UpLimit:
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"UpLimitR")
TNT1 A 0 A_ChangeVelocity(45,0,-4.5,3)
stop
UpLimitR:
TNT1 A 0 A_ChangeVelocity(60,0,-6,3)
stop
}
}
actor BurnerAirDash_P : BurnerAirDashStart_P
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(pitch<360 && pitch>=270 || pitch>=0 && pitch<=10, "UpLimit")//Looking up/looking straight/down a little
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,"PickupR")
TNT1 A 0 A_ChangeVelocity(cos(pitch)*45,0,-sin(pitch)*45,3)
stop
PickupR:
TNT1 A 0 A_ChangeVelocity(cos(pitch)*60,0,-sin(pitch)*60,3)
stop
}
}


actor BurnerTrap
{
Translation "250:250=218:218","249:249=220:220","195:195=110:110"
PROJECTILE
damagetype "BurnerM_HalfShock"
Obituary "$OB_BURNERTRAPT"
-NOGRAVITY
+NOEXPLODEFLOOR
Gravity 1.0
ReactionTime 5
Damage (100)
Height 5
Radius 8
Speed 45
Scale 2.5
States
{
Spawn:
BRHD K 0 ThrustThingZ(0,5,0,0)
BRHD K 1
BRHD K 0 A_JumpIf(z-floorz<10,"Set")
goto Spawn+1
Set:
BRHD K 0 A_Stop
BRHD K 0 A_SpawnItemEx("BurnerTrapSet",0,0,0,0,0,0,0,1)
stop
Death:
XDeath:
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_Stop
TNT1 A 1 A_SpawnItemEx("BurnerTrapDeathFX",0,0,25,0,0,0,0,1)
Stop
Crash:
BRHD K 0
BRHD K 0 A_PlaySoundEx("weapon/slashclawhit","Weapon")
BRHD KLMLMLMLMLM 2
TNT1 A 0 A_SpawnItemEx("BurnerTrapDeathFX",0,0,25,0,0,0,0,1)
stop
}
}
actor BurnerTrapDeathFX : BasicClientSide
{
States
{
Spawn:
WMFX A 0
WMFX ABCD 2
stop
}
}

actor BurnerTrapB : BurnerTrap{Translation "250:250=196:196","249:249=199:199","195:195=74:74"}
actor BurnerTrapR : BurnerTrap{Translation "250:250=170:170","249:249=43:43","195:195=41:41"}
actor BurnerTrapO : BurnerTrap{Translation "250:250=138:138","249:249=131:131","195:195=128:128"}
actor BurnerTrapP : BurnerTrap{Translation "250:250=214:214","249:249=223:223","195:195=232:232"}

actor BurnerTrapSet
{
PROJECTILE
damagetype "BurnerM_Shock"
Obituary "$OB_BURNERTRAP"
+FLOORHUGGER
+THRUGHOST
+DONTREFLECT
+DONTBLAST
+HITTRACER
Damage (100)
Radius 8
Height 5
Scale 2.5
States
{
Spawn:
BRHD K 0
BRHD K 0 A_Stop
BRHD K 0 A_GiveInventory("Once",1)
BRHD LMNOP 2// ThrustThing(0,0)
BRHD P 0// A_Stop
BRHD P 0// ThrustThingZ(0,0,0,0)
goto S_InvisCheck
S_InvisCheck:
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==-1,"S_Invis")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==0,"S_InvisB")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==1,"S_InvisR")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==2,"S_InvisO")
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==3,"S_InvisP")
S_Invis:
TNT1 A 0 A_SetArg(0,args[0]+1)
TNT1 A 1 A_JumpIf(args[0]>=210,"SuperDeath")
TNT1 A 0 //A_SpawnItemEx("BurnerTrapTeamFX0",0,0,12,0,0,0,0,1)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
S_InvisB:
TNT1 A 0 A_SetArg(0,args[0]+1)
TNT1 A 1 A_JumpIf(args[0]>=210,"SuperDeath")
TNT1 A 0 A_SpawnItemEx("BurnerTrapTeamFXB",0,0,12,0,0,0,0,1)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
S_InvisR:
TNT1 A 0 A_SetArg(0,args[0]+1)
TNT1 A 1 A_JumpIf(args[0]>=210,"SuperDeath")
TNT1 A 0 A_SpawnItemEx("BurnerTrapTeamFXR",0,0,12,0,0,0,0,1)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
S_InvisO:
TNT1 A 0 A_SetArg(0,args[0]+1)
TNT1 A 1 A_JumpIf(args[0]>=210,"SuperDeath")
TNT1 A 0 A_SpawnItemEx("BurnerTrapTeamFXO",0,0,12,0,0,0,0,1)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop
S_InvisP:
TNT1 A 0 A_SetArg(0,args[0]+1)
TNT1 A 1 A_JumpIf(args[0]>=210,"SuperDeath")
TNT1 A 0 A_SpawnItemEx("BurnerTrapTeamFXP",0,0,12,0,0,0,0,1)
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,"Death")
loop

Death:
XDeath:
TNT1 A 0 A_JumpIfInventory("Once",1,"SuperDeath")
TNT1 A 1 A_SpawnItemEx("BurnerTrapDeathFX",0,0,25,0,0,0,0,1)
Stop
SuperDeath:
BRHD POML 1
BRHD K 4
TNT1 A 0 A_SpawnItemEx("BurnerTrapDeathFX",0,0,25,0,0,0,0,1)
stop
Crash:
TNT1 A 0
TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult("cbm_istracerally")==1, "Respawn")
BRHD K 0 A_PlaySoundEx("weapon/slashclawhit","Weapon")
BRHD POML 1
BRHD K 35
TNT1 A 0 A_SpawnItemEx("BurnerTrapDeathFX",0,0,25,0,0,0,0,1)
stop
Respawn:
TNT1 A 0 A_SetPitch(args[0])
TNT1 A 1 A_SpawnItemEx("BurnerTrapRespawn",0,0,0,0,0,0,0,513)
stop
}
}

actor BurnerTrapRespawn : BurnerTrapSet
{
+THRUACTORS
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Once",1)
TNT1 A 6 A_SetArg(0,pitch+7)
TNT1 A 0 A_JumpIf(args[0]>=210, "SuperDeath")
TNT1 A 0 A_ChangeFlag("THRUACTORS",0)
goto S_InvisCheck
}
}

actor BurnerTrapSetB : BurnerTrapSet{DesignatedTeam 0}
actor BurnerTrapSetR : BurnerTrapSet{DesignatedTeam 1}
actor BurnerTrapSetO : BurnerTrapSet{DesignatedTeam 2}
actor BurnerTrapSetP : BurnerTrapSet{DesignatedTeam 3}

actor BurnerTrapProtect : PowerProtection
{
Powerup.Duration 3
DamageFactor "BurnerM_Shock", 0.2
DamageFactor "BurnerM_HalfShock", 0.2
}

actor BurnerTrapTeamFX0 : BasicClientSide
{
VisibleToPlayerClass "Burnerman"
RenderStyle "Translucent"
Alpha 0.6
Scale 2.0
States
{
Spawn:
BRHD M 0 //A_JumpIf(ACS_NamedExecuteWithResult("cbm_istargetclient")==1,"Spawn2")
BRHD M 1
stop
}
}
actor BurnerTrapTeamFXB : BasicClientSide
{
VisibleToTeam 0
RenderStyle "Translucent"
Alpha 0.6
Scale 2.0
States
{
Spawn:
BRHD M 0
BRHD M 1
stop
}
}
actor BurnerTrapTeamFXR : BurnerTrapTeamFXB
{
VisibleToTeam 1
}
actor BurnerTrapTeamFXO : BurnerTrapTeamFXB
{
VisibleToTeam 2
}
actor BurnerTrapTeamFXP : BurnerTrapTeamFXB
{
VisibleToTeam 3
}

actor WaveBurnBoss
{
translation "199:199=195:195", "202:202=193:193"
PROJECTILE
damagetype "BurnerM_Shot"
Obituary "$OB_WAVEBURNER"
+BRIGHT
Damage (40)
radius 5
height 5
Speed 34
scale 2.5
States
{
Spawn:
TNT1 A 2
Y_BG ABCD 3
Y_BG D 1
stop
Death:
TNT1 A 1 A_SpawnItemEx("CBM_OilPitIgnite",0,0,8)
stop
}
}

actor WaveBurnBossB : WaveBurnBoss{translation "199:199=74:74", "202:202=205:205"}
actor WaveBurnBossR : WaveBurnBoss{translation "199:199=41:41", "202:202=171:171"}
actor WaveBurnBossO : WaveBurnBoss{translation "199:199=128:128", "202:202=104:104"}
actor WaveBurnBossP : WaveBurnBoss{translation "199:199=232:232", "202:202=229:229"}

actor WaveBurnUWBoss : WaveBurnBoss
{
translation "199:199=195:195", "202:202=193:193"
damagetype "BurnerM_Shot2"
Obituary "$OB_WAVEBURNER2"
-BRIGHT
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX0",0,0,0,momx,momy,momz,0,9)
/*
TNT1 A 0 A_JumpIfInTargetInventory("WaveBurnerFlag",2,8)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
TNT1 A 0 A_Jump(16,6)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
TNT1 A 0 A_Jump(96,4)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
*/
TNT1 A 1
Y_BG EFGH 3 A_SpawnItemEx("WaterGush_Torrent")
TNT1 A 1
stop//goto Death
Death:
TNT1 A 1
stop
}
}

actor WaveBurnUWBossB : WaveBurnUWBoss{translation "199:199=74:74", "202:202=205:205"}
actor WaveBurnUWBossR : WaveBurnUWBoss{translation "199:199=41:41", "202:202=171:171"}
actor WaveBurnUWBossO : WaveBurnUWBoss{translation "199:199=128:128", "202:202=104:104"}
actor WaveBurnUWBossP : WaveBurnUWBoss{translation "199:199=232:232", "202:202=229:229"}

actor WaveBurnUWBossFX0 : BasicClientSide
{
RenderStyle None
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("WaveBurnerFlag",2,8)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
TNT1 A 0 A_Jump(16,6)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
TNT1 A 0 A_Jump(96,4)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
TNT1 A 0 A_Jump(128,2)
TNT1 A 0 A_SpawnItemEx("WaveBurnUWBossFX",frandom(-8,8),frandom(-8,8),frandom(-8,8),momx/5,momy/5,momz/5,0,9)
TNT1 A 0
stop
}
}
actor WaveBurnUWBossFX
{
translation "199:199=195:195", "202:202=193:193"
+MISSILE
+NOBLOCKMAP
+NOINTERACTION
+NOGRAVITY
+DONTBLAST
+CLIENTSIDEONLY
Renderstyle "Translucent"
Alpha 0.8
damage 0
height 2
radius 2
Speed 5
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_ChangeVelocity(0,10*sin(frandom(-8,8)),10*sin(frandom(-4,4)),1)
TNT1 A 0 A_ScaleVelocity(frandom(1.25,2.5))
Y_BG IJ 3 ThrustThingZ(0,Random(3,6),0,1)
Y_BG K 5 A_Jump(230,1)
wait
Y_BG L 3
stop
}
}

actor BurnExplosionSound : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_PlaySoundEx("weapon/BurnerBoom","Body")
stop
}
}

actor BurnExplosion : BasicExplosion
{
Translation "204:204=104:104","195:195=110:110"
Obituary "$OB_BURNERDIVE"
damagetype "BurnerM_DiveLand"
+FLOORHUGGER
+BRIGHT
radius 16
scale 5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Stop
TNT1 A 0 A_Explode(350,172,0,0,64)
TNT1 A 1 A_SpawnItemEx("CBM_OilPitIgnite",0,0,8)
BRHD VWV 3
stop
}
}

actor BurnExplosionB : BurnExplosion{translation "204:204=205:205","195:195=74:74"}
actor BurnExplosionR : BurnExplosion{translation "204:204=171:171","195:195=41:41"}
actor BurnExplosionO : BurnExplosion{translation "204:204=104:104","195:195=128:128"}
actor BurnExplosionP : BurnExplosion{translation "204:204=229:229","195:195=232:232"}

actor WaveBurnLineSpawner
{
Translation "204:204=104:104","195:195=110:110"
PROJECTILE
+DONTBLAST
+NOINTERACTION
height 1
radius 1
Speed 0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,45,1)
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,90,1)
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,135,1)
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,180,1)
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,-45,1)
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,-90,1)
TNT1 A 0 A_SpawnItemEx("WaveBurnLineSpawn",8,0,0,0,0,0,-135,1)
stop
}
}

actor WaveBurnLineSpawnerB : WaveBurnLineSpawner{translation "204:204=205:205","195:195=74:74"}
actor WaveBurnLineSpawnerR : WaveBurnLineSpawner{translation "204:204=171:171","195:195=41:41"}
actor WaveBurnLineSpawnerO : WaveBurnLineSpawner{translation "204:204=104:104","195:195=128:128"}
actor WaveBurnLineSpawnerP : WaveBurnLineSpawner{translation "204:204=229:229","195:195=232:232"}

actor WaveBurnLineSpawn
{
PROJECTILE
Obituary "$OB_BURNERDIVEX"
damagetype "BurnerM_FireLine"
-NOGRAVITY
+BRIGHT
Height 10
Radius 6
Damage(50)
Scale 2.5
States
{
Spawn:
BRHD Q 0
BRHD Q 1 ThrustThingZ(0,50,1,1)
Goto Spawn+1
Crash:
Death:
TNT1 A 0 A_SpawnItemEx("WaveBurnLine",0,0,0,15,0,0,0,1)
stop
}
}

actor WaveBurnLine
{
var int user_Dam;

PROJECTILE
Obituary "$OB_BURNERDIVEX"
damagetype "BurnerM_FireLine"
-NOGRAVITY
+DONTSPLASH
+BRIGHT
Damage (50+user_Dam*10)
Height 40
Radius 6
Scale 2.5
gravity 900.0
speed 20
States
{
Spawn:
BRHD Q 0
BRHD Q 1 A_SpawnItemEx("CBM_OilPitIgnite",0,0,8)
BRHD Q 0 A_SetUserVar("user_Dam",11)
BRHD Q 0 A_GiveInventory("Once",1)
BRHD Q 0 A_SetUserVar("user_Dam",user_Dam+1)
BRHD QQQQQQQQQ 1 A_SpawnItemEx("WaveBurnLineFX",0,0,0,0,0,0,0,1)
Goto Spawn+4
Crash:
XDeath:
TNT1 A 0
stop
Death:
TNT1 A 0 A_JumpIfInventory("Once",1,"Continue")
TNT1 A 1
stop
Continue:
TNT1 A 0 A_SetPitch(user_Dam)
TNT1 A 0 //A_LogInt(pitch)
TNT1 A 0 A_SpawnItemEx("WaveBurnLine2",0,0,0,15,0,0,0,513)//A_CustomMissile("WaveBurnLine2",0,0,0,2,0)
TNT1 A 1
stop
}
}

actor WaveBurnLine2 : WaveBurnLine
{
Damage (50+pitch*10+user_Dam*10)
States
{
Spawn:
BRHD Q 0
BRHD Q 1 A_SpawnItemEx("CBM_OilPitIgnite",0,0,8)
BRHD Q 0 A_GiveInventory("Once",1)
BRHD Q 0 A_SetUserVar("user_Dam",user_Dam+1)
BRHD QQQQQQQQQ 1 A_SpawnItemEx("WaveBurnLineFX",0,0,0,0,0,0,0,1)
Goto Spawn+3
Continue:
TNT1 A 0 A_SetPitch(user_Dam+pitch)
TNT1 A 0 //A_LogInt(pitch)
TNT1 A 0 A_SpawnItemEx("WaveBurnLine2",0,0,0,15,0,0,0,513)//A_CustomMissile("WaveBurnLine2",0,0,0,2,0)
TNT1 A 1
stop
}
}

actor WaveBurnLineFX : BasicClientSide
{
+BRIGHT
States
{
Spawn:
BRHD Q 1
BRHD UTSRQ 3
stop
}
}

actor BurnerFlameTrail
{
-SOLID
+NOINTERACTION
+CLIENTSIDEONLY
height 2
radius 2
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEX("BurnerFlameTrailFX",2,12,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEX("BurnerFlameTrailFX",2,-12,0,0,0,0,0,1)
stop
Death:
TNT1 A 1
stop
}
}

actor BurnerFlameTrailFX : BurnerFlameTrail
{
+BRIGHT
States
{
Spawn:
BRHD Y 3
BRHD X 1 A_FadeOut(0.15)
loop
}
}



actor TeamColor_CI_B : TeamColor_CI
{
States
{
Done:
TNT1 A 0 A_JumpIfInventory("WaveBurnerFlag",2,"DoneZ")
goto DoneX
DoneX:
TNT1 A 0 A_GiveInventory("WaveBurnerFlag",1)
stop
DoneZ:
TNT1 A 0 A_TakeInventory("WaveBurnerFlag",2)
stop
}
}

actor BurnermanMain1_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnBoss" ,0,1,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnBossB",0,1,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnBossR",0,1,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnBossO",0,1,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnBossP",0,1,8,0)goto Done}}

actor BurnermanMain2_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnBoss" ,5,0,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnBossB",5,0,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnBossR",5,0,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnBossO",5,0,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnBossP",5,0,8,0)goto Done}}

actor BurnermanMain3_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnBoss" ,10,1,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnBossB",10,1,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnBossR",10,1,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnBossO",10,1,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnBossP",10,1,8,0)goto Done}}

actor BurnermanMain4_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnBoss" ,15,0,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnBossB",15,0,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnBossR",15,0,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnBossO",15,0,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnBossP",15,0,8,0)goto Done}}

actor BurnermanMain5_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnBoss" ,-5,0,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnBossB",-5,0,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnBossR",-5,0,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnBossO",-5,0,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnBossP",-5,0,8,0)goto Done}}

actor BurnermanMain6_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnBoss" ,-10,1,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnBossB",-10,1,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnBossR",-10,1,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnBossO",-10,1,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnBossP",-10,1,8,0)goto Done}}

actor BurnermanMain7_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnBoss" ,-15,0,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnBossB",-15,0,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnBossR",-15,0,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnBossO",-15,0,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnBossP",-15,0,8,0)goto Done}}

actor BurnermanMain8_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBoss" ,0,1,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossB",0,1,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossR",0,1,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossO",0,1,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossP",0,1,8,0)goto Done}}

actor BurnermanMain9_CI : TeamColor_CI_B{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBoss" ,0,0,8,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossB",0,0,8,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossR",0,0,8,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossO",0,0,8,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnUWBossP",0,0,8,0)goto Done}}

actor BurnermanAlt1_CI : TeamColor_CI{states{
FireX:TNT1 A 0 A_FireCustomMissile("BurnExplosion" ,0,0,0,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("BurnExplosionB",0,0,0,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("BurnExplosionR",0,0,0,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("BurnExplosionO",0,0,0,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("BurnExplosionP",0,0,0,0)goto Done}}

actor BurnermanAlt2_CI : TeamColor_CI{states{
FireX:TNT1 A 0 A_FireCustomMissile("WaveBurnLineSpawner" ,0,0,0,0)goto Done
FireB:TNT1 A 0 A_FireCustomMissile("WaveBurnLineSpawnerB",0,0,0,0)goto Done
FireR:TNT1 A 0 A_FireCustomMissile("WaveBurnLineSpawnerR",0,0,0,0)goto Done
FireO:TNT1 A 0 A_FireCustomMissile("WaveBurnLineSpawnerO",0,0,0,0)goto Done
FireP:TNT1 A 0 A_FireCustomMissile("WaveBurnLineSpawnerP",0,0,0,0)goto Done}}

actor BurnermanOther_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("BurnerTrap",-10,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrap",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrap",10,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("BurnerTrapB",-10,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapB",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapB",10,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("BurnerTrapR",-10,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapR",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapR",10,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("BurnerTrapO",-10,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapO",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapO",10,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("BurnerTrapP",-10,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapP",0,0,8,0)
TNT1 A 0 A_FireCustomMissile("BurnerTrapP",10,0,8,0)
goto Done
Done:
TNT1 A 0 A_TakeInventory("ThirdDegreeBearAmmo",56,1)
stop
}
}