actor SandySandBoss : BaseMM8BDMWep_CBM
{
tag "$TAGC_WTB"
dropitem "MegaWaterSWepCDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Obituary "$OB_MWSHARPOON"
Inventory.Pickupmessage "Shiranai. Fuzakenaideyo! Butsu butsu iwanai-de!"
weapon.ammotype "KappaMikeyAmmo"
weapon.ammotype2 "KappaBarrierAmmo"
States
{
Spawn:
C_WT B 1
loop
Ready:
MWSH A 0 ACS_ExecuteAlways(998,0,DYE_MEGAWATERS)
MWSH A 0 A_GunFlash
goto Ready2
Ready2:
MWSH A 0 A_JumpIfInventory("MWS_ItemFlag",1,"Ready2a")
MWSH A 0 A_JumpIfInventory("KappaMikeyAmmo",3,"Ready3")
MWSH A 8 A_WeaponReady(WRF_NOSECONDARY)
MWSH A 0 A_JumpIfInventory("MWS_ItemFlag",1,2)
MWSH A 0 A_GiveInventory("KappaBarrierAmmo",1)
MWSH A 0 A_GiveInventory("KappaMikeyAmmo",1)
loop
Ready2a:
MWSH A 0 A_JumpIfInventory("KappaMikeyAmmo",6,"Ready3")
MWSH A 8 A_WeaponReady(WRF_NOSECONDARY)
MWSH A 0 A_JumpIfInventory("MWS_ItemFlag",1,2)
MWSH A 0 A_GiveInventory("KappaBarrierAmmo",1)
MWSH A 0 A_GiveInventory("KappaMikeyAmmo",1)
goto Ready2
Ready3:
MWSH A 8 A_WeaponReady
MWSH A 0 A_JumpIfInventory("MWS_ItemFlag",1,2)
MWSH A 0 A_GiveInventory("KappaBarrierAmmo",1)
MWSH A 0 A_GiveInventory("KappaMikeyAmmo",1)
loop

Deselect:
MWSH AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
MWSH A 1 A_Lower
Loop
Select:
MWSH AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
MWSH A 1 A_Raise
Loop
Fire:
MWSH A 0 A_GiveInventory("VivifyDelay10",1)
MWSH A 0 A_Refire(1)
MWSH B 0 A_PlaySoundEx("weapon/pshot","Weapon")
MWSH B 0 A_GiveInventory("MegaWaterSMain_CI",1)
MWSH BC 3
MWSH B 0 A_GiveInventory("KappaMikeyAmmo",1)
MWSH B 0 A_PlaySoundEx("weapon/pshot","Weapon")
MWSH B 0 A_GiveInventory("MegaWaterSMain_CI",1)
MWSH BC 3
MWSH B 0 A_PlaySoundEx("weapon/pshot","Weapon")
MWSH B 0 A_GiveInventory("MegaWaterSMain_CI",1)
MWSH BC 3
MWSH A 16
MWSH A 0 A_Refire
goto Ready2
AltFire:
MWSH A 0 A_JumpIfInventory("MWS_ItemFlag",1,"AltFire2")
AltFire1:
MWSH A 0 A_JumpIfInventory("KappaMikeyAmmo",3,1)
goto NoAmmo
MWSH B 0 A_GiveInventory("VivifyDelay6",1)
MWSH B 0 A_Refire(1)
MWSH B 0 A_PlaySound("weapon/WaveSummon2",1,0.65)
MWSH B 0 A_TakeInventory("KappaMikeyAmmo",3,1)
MWSH B 0 A_GiveInventory("MegaWaterSAlt_CI",1)
MWSH BC 4
MWSH A 10
MWSH A 0
Goto Ready2


Altfire2:
MWSH C 0 //A_JumpIfInventory("IsUnderWater",1,"Altfire1U")
MWSH A 0 A_JumpIfInventory("KappaMikeyAmmo",6,"Altfire3")
goto NoAmmo
Altfire3:
MWSH BC 2
MWSH C 0 A_PlaySound("weapon/BigRain",1,1.0)
MWSH C 0 A_TakeInventory("KappaMikeyAmmo",6,1)
MWSH C 0 A_JumpIfInventory("PowerRage_ST",1,"Altfire3_R")
MWSH CCBBCCBBCCBBCC 1 A_GiveInventory("MegaWaterSAlt2_CI",1)
MWSH BA 3
MWSH A 10
goto Ready2
Altfire3_R:
MWSH CBCBCBCBCBCBC 1 A_GiveInventory("MegaWaterSAlt2_CI",1)
MWSH BA 1
MWSH A 2
goto Ready2

NoAmmo:
MWSH A 0
Goto Ready2

Flash:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("MWS_ItemFlag",1,"FlashShieldTime")
TNT1 A 1
goto Flash
FlashShieldTime:
MWSH D 0 A_PlaySound("classes/MWS_Shield",4,1.0)
MWSH D 1 A_JumpIfInventory("PowerRage_ST",1,1)
MWSH E 1
MWSH F 1 A_JumpIfInventory("PowerRage_ST",1,1)
MWSH G 4
MWSH F 1 A_JumpIfInventory("PowerRage_ST",1,1)
MWSH E 1
MWSH D 1 A_JumpIfInventory("PowerRage_ST",1,1)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
MWSH D 0 A_TakeInventory("MWS_ItemHoldIt",99)
goto FlashShield
FlashShield:
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,3)
TNT1 A 1 A_SpawnItemEx("MWS_ShieldFX1",0,0,-12,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("MWS_ItemFlag",1,1)
goto FlashBoom
TNT1 A 1 A_SpawnItemEx("MWS_ShieldFX1",0,0,-12,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("MWS_ItemFlag",1,1)
goto FlashBoom
TNT1 A 1 A_SpawnItemEx("MWS_ShieldFX1",0,0,-12,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("MWS_ItemFlag",1,1)
goto FlashBoom
TNT1 A 0 A_JumpIfInventory("PowerRage_ST",1,3)
TNT1 A 1 A_SpawnItemEx("MWS_ShieldFX2",0,0,-12,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("MWS_ItemFlag",1,1)
goto FlashBoom
TNT1 A 1 A_SpawnItemEx("MWS_ShieldFX2",0,0,-12,momx,momy,momz,0,9,0)
TNT1 A 0 A_JumpIfInventory("MWS_ItemFlag",1,1)
goto FlashBoom
TNT1 A 1 A_SpawnItemEx("MWS_ShieldFX2",0,0,-12,momx,momy,momz,0,9,0)
TNT1 A 0 A_GiveInventory("MWSShieldCharge",2)
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("MWS_ItemFlag",1,"FlashShield")
goto FlashBoom


FlashBoom:
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")

TNT1 A 0 A_PlaySound("classes/ShieldPop",4,1.0)
TNT1 A 0 A_JumpIfInventory("MWS_ItemForceFail",1,3)
TNT1 A 0 A_FireCustomMissile("MWSPush",0,0,0,0)
TNT1 A 0 A_SpawnItemEx("MegaWaterS_PushFX_H",0,0,28,0,0,0,0,1)
TNT1 AAAAA 0 A_SpawnItemEx("MWS_WaterSplashFX",0,random(-10,10),16,random(-5,5),random(-5,5),random(2,6),0,1)
TNT1 AAAAA 0 A_SpawnItemEx("MWS_WaterSplashFX",0,random(-10,10),32,random(-5,5),random(-5,5),random(2,6),0,1)
TNT1 AAAAA 0 A_SpawnItemEx("MWS_WaterSplashFX",0,random(-10,10),48,random(-5,5),random(-5,5),random(2,6),0,1)

TNT1 AAAA 1
TNT1 A 0 A_TakeInventory("KappaBarrierAmmo",28,1)
TNT1 A 0 A_TakeInventory("MWSShieldCharge",99)
TNT1 A 0 A_TakeInventory("MWS_ItemForceFail",99)
TNT1 A 0 A_TakeInventory("MWS_ItemHoldIt",99)
goto Flash
NoFlash:
TNT1 A 1
stop
}
}

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

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

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

actor MWS_ItemFlag : OnceC{}
actor MWS_ItemHoldIt : OnceC{}
actor MWS_ItemForceFail : OnceC{}

actor MWS_ShieldItem : BasicClassItem
{
inventory.icon "MWSHIELD"
inventory.pickupmessage "My shield is better than Pumpman's!"
Tag "MWS Barrier Trigger"
states
{
Spawn:
MWSH I 1
loop
Use:
TNT1 A 0 A_JumpIfInventory("MWS_ItemHoldIt",1,"No")
TNT1 A 1 A_JumpIfInventory("MWS_ItemFlag",1,"Use2")
TNT1 A 1 A_JumpIfInventory("KappaBarrierAmmo",28,"Use1")
fail
Use1:
//TNT1 A 0 ACS_ExecuteAlways(CORE_ACS_191,0,APROP_Speed,8,10)//80% speed
TNT1 A 0 A_GiveInventory("MWS_ItemHoldIt",1)
TNT1 A 0 A_GiveInventory("MegaWaterS_BasicArmor_P")
TNT1 A 0 A_GiveInventory("SetDynamicArmorDosage_P")
TNT1 A 0 A_GiveInventory("MWS_ItemFlag",1)
TNT1 A 0 A_SpawnItemEx("MWS_ShieldWatcher")
fail
Use2:
TNT1 A 0 A_GiveInventory("MWS_ItemHoldIt",1)
TNT1 A 0 A_TakeInventory("MWS_ItemFlag",1)
TNT1 A 0 A_TakeInventory("BasicArmor")
TNT1 A 0 A_TakeInventory("DynamicArmorDosage_F")
fail
}
}

actor MWS_ShieldWatcher : BasicHelper
{
states
{
Spawn:
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 1

TNT1 A 0 A_JumpIfInTargetInventory("MWS_ItemFlag",1,2)
TNT1 A 0
goto Death2
TNT1 A 0 A_JumpIfInTargetInventory("MWSShieldCharge",60,"Pressure")
TNT1 A 0 A_JumpIfInTargetInventory("BasicArmor",1,"Spawn")
TNT1 A 0
goto Death3
Pressure:
TNT1 A 0 A_JumpIfInventory("MWSShieldCharge",35,"PressureBuild")//60
TNT1 A 0 A_GiveInventory("MWSShieldCharge",1)
TNT1 A 0 A_JumpIfInTargetInventory("BasicArmor",1,"Spawn")
TNT1 A 0
goto Death3
PressureBuild:
TNT1 A 0 A_TakeFromTarget("KappaBarrierAmmo",1,1)
TNT1 A 0 A_JumpIfInTargetInventory("PowerRage_ST",1,"PressureBuild_R")
TNT1 A 0 A_TakeInventory("MWSShieldCharge",6)//16
TNT1 A 0 A_JumpIfInTargetInventory("KappaBarrierAmmo",1,"Spawn")
TNT1 A 0
goto Death3
PressureBuild_R:
TNT1 A 0 A_TakeInventory("MWSShieldCharge",3)//8
TNT1 A 0 A_JumpIfInTargetInventory("KappaBarrierAmmo",1,"Spawn")
TNT1 A 0
goto Death3

Death3:
TNT1 A 0 A_GiveToTarget("MWS_ItemForceFail",1)
goto Death
Death2:
TNT1 A 3
goto Death
Death:
TNT1 A 0 A_TakeFromTarget("BasicArmor")
TNT1 A 0 A_TakeFromTarget("DynamicArmorDosage_F")
TNT1 A 0 A_TakeFromTarget("MWSShieldCharge",50)
TNT1 A 0 A_TakeFromTarget("MWS_ItemFlag",999)
TNT1 A 1
stop
}
}


actor MWSPush : BasicExplosion
{
var int user_P;
damagetype "MWS_Barrier"
Obituary "$OB_MWSPUSH"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar("user_P",CallACS("cbm_countinv_acs",305,2))//Max 60
TNT1 A 4 A_Explode(user_P/6*20+90,user_P/6*20+199,0)
stop
}
}

actor MegaWaterS_PushFX_H : BasicHelper
{
States
{
Spawn:
TNT1 A 0 //Transfer MWSShieldCharge as an Angle to spawn FX
TNT1 A 2 A_SpawnItemEx("MegaWaterS_PushFX_H2",0,0,0,0,0,0,CallACS("cbm_countinv_acs",305,2),5)
stop
}
}
actor MegaWaterS_PushFX_H2 : BasicHelper
{
States
{
Spawn:
TNT1 A 0 //Double spawn to sync online
TNT1 A 1 A_SpawnItemEx("MegaWaterS_PushFX",0,0,0,0,0,0,angle,5)
stop
}
}
actor MegaWaterS_PushFX : BasicClientside
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetArg(1,Angle)
SpawnL:
TNT1 AAA 0 A_SpawnItemEx("MWS_WaterSplashFX",8,0,random(-10,10),frandom(2+Args[1]*0.1,Args[1]*0.5),0,random(3,8),random(0,359),1)
TNT1 A 0 A_CountDownArg(1)
loop
Death:
TNT1 A 1
stop
}
}


actor MWS_Harpoon
{
//var int user_P;
Translation "198:198=116:116"
PROJECTILE
+NOGRAVITY
+SKYEXPLODE
+EXPLODEONWATER
Damagetype "MWS_Shot"
Obituary "$OB_MWSHARPOON"

damage (90)//(100+user_P*10)
radius 7
height 10
speed 35
scale 2.5
States
{
Spawn:
MWSX K 1
loop
}
}

actor MWS_HarpoonB : MWS_Harpoon{translation "198:198=74:74"}
actor MWS_HarpoonR : MWS_Harpoon{translation "198:198=41:41"}
actor MWS_HarpoonO : MWS_Harpoon{translation "198:198=128:128"}
actor MWS_HarpoonP : MWS_Harpoon{translation "198:198=232:232"}

actor MWS_WaterBlower : BasicHelper
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteWithResult(C_JAX_SUCKRECODE,625,11,1,0)
TNT1 A 3
stop
}
}

actor MWS_Water
{
Translation "199:199=204:204", "202:202=202:202"
PROJECTILE
+SKYEXPLODE
+EXPLODEONWATER
+DONTBLAST
+DONTREFLECT
Damage (0)
height 16
radius 16
Scale 1.5
Speed 40
ReactionTime 8
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Jump(256,1,4,7)
Spawn2:
MWSX RR 1 A_SpawnItemEx("MWS_WaterFXR",0,0,0,0,0,0,0,1)
MWSX R 0 A_CountDown
MWSX SS 1 A_SpawnItemEx("MWS_WaterFXS",0,0,0,0,0,0,0,1)
MWSX S 0 A_CountDown
MWSX TT 1 A_SpawnItemEx("MWS_WaterFXT",0,0,0,0,0,0,0,1)
MWSX T 0 A_CountDown
Loop
Crash:
XDeath:
TNT1 A 0 A_Stop
TNT1 A 3 ACS_NamedExecuteAlways("cbm_legacyDustPull",0,88,20)
goto Death
Death:
TNT1 A 0 A_Stop
//TNT1 A 0 ACS_ExecuteWithResult(C_JAX_SUCKRECODE,120,22,40,-1)
//TNT1 A 3
TNT1 A 1
stop
}
}


actor MWS_WaterB : MWS_Water{translation "202:202=205:205", "199:199=74:74"}
actor MWS_WaterR : MWS_Water{translation "202:202=171:171", "199:199=41:41"}
actor MWS_WaterO : MWS_Water{translation "202:202=104:104", "199:199=128:128"}
actor MWS_WaterP : MWS_Water{translation "202:202=229:229", "199:199=232:232"}


actor MWS_WaterFX
{
-SOLID
+NOINTERACTION
+CLIENTSIDEONLY
+NOGRAVITY
+DONTBLAST
renderstyle translucent
alpha 0.8
scale 1.0
}

actor MWS_WaterFXR : MWS_WaterFX
{
States
{
Spawn:
MWSX R 2
stop
}
}

actor MWS_WaterFXS : MWS_WaterFX
{
States
{
Spawn:
MWSX S 2
stop
}
}

actor MWS_WaterFXT : MWS_WaterFX
{
States
{
Spawn:
MWSX T 2
stop
}
}



actor MWS_ShieldFX1
{
Scale 2.5
renderstyle translucent
alpha 0.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+DONTBLAST
+NOINTERACTION
+NOTIMEFREEZE
States
{
Spawn:
MWSX P 0
MWSX P 1
stop
}
}

actor MWS_ShieldFX2 : MWS_ShieldFX1
{
States
{
Spawn:
MWSX Q 0
MWSX Q 1
stop
}
}


actor MWS_WaterSpoutSpawn : FastProjectile
{
Translation "199:199=204:204", "202:202=202:202"
+SKYEXPLODE
+EXPLODEONWATER
//+RIPPER
+THRUGHOST
//+THRUACTORS
+DONTBLAST
+DONTREFLECT
radius 8
height 12
speed 1000
damage (0)
reactiontime 5
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CountDown
loop
Death:
TNT1 A 0 A_SpawnItemEx("MWS_WaterSpout",0,0,0,0,0,0,0,1)
stop
XDeath:
TNT1 A 0 A_SpawnItemEx("MWS_WaterSpout",6,0,0,0,0,0,0,1)
stop

}
}

actor MWS_WaterSpoutSpawnB : MWS_WaterSpoutSpawn{translation "202:202=205:205", "199:199=74:74"}
actor MWS_WaterSpoutSpawnR : MWS_WaterSpoutSpawn{translation "202:202=171:171", "199:199=41:41"}
actor MWS_WaterSpoutSpawnO : MWS_WaterSpoutSpawn{translation "202:202=104:104", "199:199=128:128"}
actor MWS_WaterSpoutSpawnP : MWS_WaterSpoutSpawn{translation "202:202=229:229", "199:199=232:232"}


actor MWS_WaterSpout
{
PROJECTILE
//+NOINTERACTION
+RIPPER
+THRUGHOST
+FLOORHUGGER
+DONTBLAST
+DONTREFLECT
+THRUACTORS

radius 4
height 12
scale 0.80
damagetype "MWS_Lift"
Obituary "$OB_MWSLIFT"
damage (0)

reactiontime 3
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfCloser(250,26)
TNT1 A 0 //A_LOG("Too far 250")
TNT1 A 0 A_JumpIfCloser(500,20)
TNT1 A 0 //A_LOG("Too far 500")
TNT1 A 0 A_JumpIfCloser(750,13)
TNT1 A 0 //A_LOG("Too far 750")
TNT1 A 0 A_JumpIfCloser(1000,7)
TNT1 A 0 //A_LOG("Too far 1000")
TNT1 A 0 A_PlaySound("weapon/MWS_WaterSlide",1,0.85)
TNT1 AAAAAAAA 1 A_SpawnItemEx("MWS_WaterSplashFX",0,0,4,random(-5,5),random(-5,5),random(5,10),0,1)
TNT1 A 0 A_PlaySound("weapon/MWS_WaterSlide",1,0.85)
TNT1 AAAAAAAA 1 A_SpawnItemEx("MWS_WaterSplashFX",0,0,4,random(-5,5),random(-5,5),random(5,10),0,1)
TNT1 A 0 //A_LOG("Fired")
TNT1 A 1 A_GiveInventory("WeaponCharge",1)
TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("MWS_WaterSplashFX",0,0,4,random(-10,10),random(-10,10),15,0,1)
MWSX A 0 A_PlaySound("weapon/WaveSummonGo2",4,0.55)
MWSX A 1 A_SpawnItemEx("MWS_WSpoutLaunchCheck",0,0,32)
MWSX B 0 A_Explode(80,48,0,0,48)
MWSX BCDEFG 1 A_SpawnItemEx("MWS_WSpoutLaunchCheck",0,0,32)
Burst:
MWSX H 0 A_SpawnItemEx("MWS_SpoutDamageF",0,0,35)
MWSX H 0 A_SpawnItemEx("MWS_SpoutDamageF",0,0,70)
MWSX HHIIJJ 1 A_SpawnItemEx("MWS_WSpoutLaunchCheck",0,0,32)
MWSX H 0 A_CountDown
loop
Death:
TNT1 A 1 A_JumpIfInventory("WeaponCharge",1,"RealDeath")
TNT1 A 1
stop
RealDeath:
MWSX GFEDCBA 2
stop
}
}

actor MWS_WSpoutLaunchCheck : BasicHelper
{
+SERVERSIDEONLY
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_JumpIfCloser(48,"Thrust")
TNT1 A 1
stop
Thrust:
TNT1 A 0 A_JumpIfInTargetInventory("MWS_SpoutThrust_CD",1,2)
TNT1 A 0 A_GiveToTarget("MWS_WaterSpoutThrust_P")
TNT1 A 1
stop
}
}

actor MWS_SpoutThrust_CD : Powerup
{
Powerup.Duration 20
}

actor MWS_WaterSpoutThrust_P : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_GiveInventory("MWS_SpoutThrust_CD",1)
TNT1 A 0 A_JumpIf(z-floorz==0,"Ground")
goto Air
Air:
TNT1 A 0 ThrustThingZ(0,52,0,1)
stop
Ground:
TNT1 A 0 ThrustThingZ(0,80,0,0)
stop
}
}

actor MWS_SpoutDamageF : BasicExplosion
{
damagetype "MWS_Lift"
Obituary "$OB_MWSLIFT"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(50,48,0,0,48)
stop
}
}


actor MWS_LiftProtect : PowerProtection
{
Powerup.Duration 14
DamageFactor "MWS_Lift", 0.5
}

actor MWS_WaterSplashFX
{
+MISSILE
-SOLID
+THRUGHOST
+THRUACTORS
+DONTBLAST
+DONTSPLASH
+CLIENTSIDEONLY
renderstyle translucent
alpha 1.0
Damage (0)
height 2
radius 2
speed 25
scale 1.0//1.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
MWSX MMNNOO 1 A_FadeOut(0.05)
goto Spawn+2
}
}

actor MegaWaterSMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("MWS_Harpoon",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("MWS_HarpoonB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("MWS_HarpoonR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("MWS_HarpoonO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("MWS_HarpoonP",0,0,8,0)
goto Done
}
}

actor MegaWaterSAlt_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("MWS_WaterSpoutSpawn",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("MWS_WaterSpoutSpawnB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("MWS_WaterSpoutSpawnR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("MWS_WaterSpoutSpawnO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("MWS_WaterSpoutSpawnP",0,0,8,0)
goto Done
}
}

actor MegaWaterSAlt2_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("MWS_Water",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("MWS_WaterB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("MWS_WaterR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("MWS_WaterO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("MWS_WaterP",0,0,8,0)
goto Done
}
}