//Music by therence

Actor GoldenAirman : TerminalArmorClass
{
Player.ScoreIcon "GAIRMUGS"
player.startitem "BaseFlagPack", 1
PainSound "weapon/mm2pain"
player.displayname "GoldenAirman"
player.soundclass "GoldenAirmanc"
player.morphweapon "GoldenAirShooterBoss"
player.startitem "Base56Ammo", 56
player.startitem "IsFromMM2"
player.viewheight 55
projectilepassheight 72
player.forwardmove 0.9,0.9
player.sidemove 0.88,0.88
player.jumpz 12
States
{
Spawn:
PLAY A 0 
G41R B 1 A_JumpIf(z-floorz>0,"Jumping")
Animation0:
G41R A 0 
G41R A 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+2
See:
G41R B 0 A_GiveInventory("GAMWalkHandler")
G41R B 1 A_JumpIf(z-floorz>0,"Jumping")
G41R B 0 A_GiveInventory("GAMWalkHandler")
G41R B 1 A_JumpIf(z-floorz>0,"Jumping")
G41R B 0 A_GiveInventory("GAMWalkHandler")
G41R B 1 A_JumpIf(z-floorz>0,"Jumping")
G41R C 0 A_GiveInventory("GAMWalkHandler")
G41R C 1 A_JumpIf(z-floorz>0,"Jumping")
G41R C 0 A_GiveInventory("GAMWalkHandler")
G41R C 1 A_JumpIf(z-floorz>0,"Jumping")
G41R C 0 A_GiveInventory("GAMWalkHandler")
G41R C 1 A_JumpIf(z-floorz>0,"Jumping")
G41R D 0 A_GiveInventory("GAMWalkHandler")
G41R D 1 A_JumpIf(z-floorz>0,"Jumping")
G41R D 0 A_GiveInventory("GAMWalkHandler")
G41R D 1 A_JumpIf(z-floorz>0,"Jumping")
G41R D 0 A_GiveInventory("GAMWalkHandler")
G41R D 1 A_JumpIf(z-floorz>0,"Jumping")
G41R E 0 A_GiveInventory("GAMWalkHandler")
G41R E 1 A_JumpIf(z-floorz>0,"Jumping")
G41R E 0 A_GiveInventory("GAMWalkHandler")
G41R E 1 A_JumpIf(z-floorz>0,"Jumping")
G41R E 0 A_GiveInventory("GAMWalkHandler")
G41R E 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+1
Jumping:
G41R I 1 A_JumpIf(z-floorz<=0,"Spawn")
wait
Animation1:
Missile:
G41R FFFFF 1 A_JumpIf(z-floorz>0,"JumpingMissile")
Animation2:
Missile2:
G41R GGGGG 1 A_JumpIf(z-floorz>0,"JumpingMissile2")
Goto Spawn+2
JumpingMissile:
G41R JJJJJ 1 A_JumpIf(z-floorz<=0,"Missile")
JumpingMissile2:
G41R JJJJJ 1 A_JumpIf(z-floorz<=0,"Missile2")
Goto Jumping
Animation3:
Missile3:
G41R KKKKK 1 A_JumpIf(z-floorz>0,"JumpingMissile3")
Animation4:
Missile4:
G41R LLLLL 1 A_JumpIf(z-floorz>0,"JumpingMissile4")
Goto Spawn+2
JumpingMissile3:
G41R KKKKK 1 A_JumpIf(z-floorz<=0,"Missile3")
JumpingMissile4:
G41R LLLLL 1 A_JumpIf(z-floorz<=0,"Missile4")
Goto Jumping
Animation5:
AIND ABCDEFGH 1
goto Spawn+1
Animation6:
G41R Q 20
goto Spawn+1
Animation7:
G41R O 75
G41R P 20
goto Spawn+1
Animation8:
G41R MNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNMNM 1
G41R O 6
G41R P 125
G41R MNMMNNMMMNNNMMMMNNNN 1
goto Jumping
ClassPain:
G41R HHHHHHHHHH 2 A_SpawnItem("PainFX",0,3)
Goto Spawn+1
ClassDeath:
NOFX A 0 A_SpawnItemEx("DeadGoldenAirMan",0,0,0,-20,0,20,0,1)
NOFX A 20 ACS_ExecuteAlways(999,0,0)
NOFX A 1 A_CheckPlayerDone
wait
WeaponGetM:
CUTM H 0 A_JumpIfInTargetInventory("AirShooterWepM",1,2)
CUTM H 0 A_GiveToTarget("WeaponGetter")
CUTM H 0 A_GiveToTarget("AirShooterWepM")
goto ClassDeath
}
}

Actor AirmanIntroPusher : QuakeDamage
{
Obituary "$OB_GOLDENAIRMAN3"
damagetype "AirmanIntroPusher"//"GalaxyLaunch"
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(7,556,0,0,556)
stop
}
}

Actor GoldenAirmanSparkleWatcher
{
PROJECTILE
+NOINTERACTION
+NOCLIP
Damage(0)
Height 1
Radius 1
Speed 0
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
TNT1 A 0 A_SpawnItemEx("GoldenAirmanSparkle",Random(-40,40),Random(-40,40),Random(0,80))
TNT1 AAAAAAA 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
loop
Death:
TNT1 A 0
stop
}
}

Actor GoldenAirmanSparkle
{
+NOGRAVITY
+NOINTERACTION
Scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
GAM1 ABBA 1
stop
}
}

Actor DeadGoldenAirMan
{
Translation "192:192=228:228", "198:198=218:218"
species "DeadBody"
-NOGRAVITY
+THRUACTORS
+BOUNCEONWALLS
+NOEXPLODEFLOOR
gravity 2.5
Damage (0)
height 0
radius 0
scale 2.5
const int EXPL_DEG = 36;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
G41R S 0 A_PlaySoundEx("weapon/mm2pain","Auto")
G41R S 1 A_CheckFloor("Next")
goto Spawn+3
Next:
G41R R 10 A_Stop
TNT1 A 0 A_PlaySound("misc/meltinghands")
Spawn2:
G41R R 1 ThrustThingZ(0, 4,0,0) TNT1 AAAAA 0 A_SpawnItemEx("AirShooterFXFizzle",32,0,32,Random(0,10),0,Random(-5,7),Random(0,359))
TNT1 A 0 ACS_ExecuteAlways(991,0,2741) TNT1 A 0 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",80,"Spawn3")
G41R R 1 ThrustThingZ(0, 4,0,0) TNT1 AAAAA 0 A_SpawnItemEx("AirShooterFXFizzle",32,0,32,Random(0,10),0,Random(-5,7),Random(0,359))
TNT1 A 0 ACS_ExecuteAlways(991,0,2741) TNT1 A 0 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",80,"Spawn3")
G41R R 1 ThrustThingZ(0,-4,0,0) TNT1 AAAAA 0 A_SpawnItemEx("AirShooterFXFizzle",32,0,32,Random(0,10),0,Random(-5,7),Random(0,359))
TNT1 A 0 ACS_ExecuteAlways(991,0,10881) TNT1 A 0 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",80,"Spawn3")
G41R R 1 ThrustThingZ(0,-4,0,0) TNT1 AAAAA 0 A_SpawnItemEx("AirShooterFXFizzle",32,0,32,Random(0,10),0,Random(-5,7),Random(0,359))
TNT1 A 0 ACS_ExecuteAlways(991,0,10881) TNT1 A 0 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",80,"Spawn3")
loop
Spawn3:
TNT1 A 0 ACS_ExecuteAlways(991,0,2741)
G41R R 20 A_Stop
G41R R 1 A_ChangeVelocity(0,4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_ChangeVelocity(0,-4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_Stop
G41R R 1 A_ChangeVelocity(0,4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_ChangeVelocity(0,-4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_Stop
G41R R 1 A_ChangeVelocity(0,4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_ChangeVelocity(0,-4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_Stop
G41R R 1 A_ChangeVelocity(0,4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_ChangeVelocity(0,-4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_Stop
G41R R 0 A_SpawnItemEx("MM2Death")
G41R R 1 A_ChangeVelocity(0,4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_ChangeVelocity(0,-4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_Stop
G41R R 1 A_ChangeVelocity(0,4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_ChangeVelocity(0,-4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_Stop
G41R R 1 A_ChangeVelocity(0,4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 1 A_ChangeVelocity(0,-4,0,CVF_RELATIVE|CVF_REPLACE)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 1,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 2,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 3,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 4,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 5,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 6,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 7,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 8,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG* 9,1)
G41R R 0 A_SpawnItemEx("FakeDeathFXMM2",0,0,32,0,0,0,EXPL_DEG*10,1)
TNT1 A 2 A_PlaySound("weapon/mm2death","Body")
Stop
}
}

Actor AirShooterFXFizzle : BasicClientSide
{
-NOGRAVITY
-NOINTERACTION
+NOEXPLODEFLOOR
gravity 0.4
RenderStyle Add
ReactionTime 25
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
Spawn2:
GAM1 AB 1 A_CheckFloor("Spawn3")
loop
Spawn3:
TNT1 A 0 A_Stop
GAM1 AB 1 A_SetScale(scalex-0.1,scaley-0.1)
TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

Actor GoldenAirmanSpawnStartPickUp : CustomInventory
{
states
{
Pickup:
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_GiveInventory("NoSpeed",1)
TNT1 A 0 A_ChangeFlag("INVULNERABLE",True)
TNT1 A 0 A_ChangeFlag("NOTELEFRAG",True)
TNT1 A 0 A_GiveInventory("InvProtection",1)
TNT1 A 0 ACS_Execute(191,0,APROP_JumpZ,0,1)
TNT1 A 0 A_SpawnItemEx("GoldenAirmanIntroductionFX")
stop
}
}

Actor GoldenAirmanSpawnFinishPickUp : CustomInventory
{
states
{
Pickup:
TNT1 A 0 ACS_ExecuteAlways(991,0,10881)
TNT1 A 0 A_TakeInventory("NoSpeed",999)
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 ACS_Execute(191,0,APROP_JumpZ,12,1)
TNT1 A 0 A_spawnItemEx("GoldenTornadoOrbiter")
TNT1 A 0 A_PlaySoundEx("weapon/airready","Body")
TNT1 A 0 A_PlaySoundEx("weapon/junkshield","Weapon")
TNT1 A 0 A_SpawnItemEx("GoldenAirmanSparkleWatcher")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GAMIntroFX3",32,0,random(0,80),random(10,20),0,random(-16,16),random(0,359))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GAMIntroFX3",32,0,random(0,80),random(10,20),0,random(-16,16),random(0,359))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GAMIntroFX3",32,0,random(0,80),random(10,20),0,random(-16,16),random(0,359))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GAMIntroFX3",32,0,random(0,80),random(10,20),0,random(-16,16),random(0,359))
stop
}
}

Actor GoldenAirShooterBoss : VCBaseWeapon
{
weapon.ammotype "Base56Ammo"
Obituary "$OB_GOLDENAIRMAN1"
States
{
Ready:
TNT1 A 0
TNT1 A 0 A_Stop
TNT1 A 0 A_ChangeFlag("INVULNERABLE",True)
TNT1 A 0 A_GiveInventory("InvProtection",1)
TNT1 A 0 ACS_ExecuteAlways(991,0,2741)
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 SetPlayerProperty(0,1,4)
GLDH G 1 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_GunFlash("Intro")
TNT1 A 0 A_GiveInventory("GoldenAirmanSpawnStartPickUp",1)
ReadyB:
GLDH G 1 Offset( 1,32)A_JumpIfInventory("CutterFlag",25,"ReadyC") TNT1 A 0 ACS_ExecuteAlways(991,0,10881)
GLDH G 1 Offset(-1,32)A_JumpIfInventory("CutterFlag",25,"ReadyC")
GLDH G 1 Offset( 1,32)A_JumpIfInventory("CutterFlag",25,"ReadyC")
GLDH H 1 Offset(-1,32)A_JumpIfInventory("CutterFlag",25,"ReadyC") TNT1 A 0 ACS_ExecuteAlways(991,0,2741)
GLDH H 1 Offset( 1,32)A_JumpIfInventory("CutterFlag",25,"ReadyC")
GLDH H 1 Offset(-1,32)A_JumpIfInventory("CutterFlag",25,"ReadyC")
loop
ReadyC:
GLDH G 1 Offset( 2,32)A_JumpIfInventory("CutterFlag",50,"ReadyD") TNT1 A 0 ACS_ExecuteAlways(991,0,10881)
GLDH G 1 Offset(-2,32)A_JumpIfInventory("CutterFlag",50,"ReadyD")
GLDH H 1 Offset( 2,32)A_JumpIfInventory("CutterFlag",50,"ReadyD") TNT1 A 0 ACS_ExecuteAlways(991,0,2741)
GLDH H 1 Offset(-2,32)A_JumpIfInventory("CutterFlag",50,"ReadyD")
loop
ReadyC:
GLDH G 1 Offset(-4,32)A_JumpIfInventory("CutterFlag",75,"ReadyE") TNT1 A 0 ACS_ExecuteAlways(991,0,10881)
GLDH H 1 Offset( 4,32)A_JumpIfInventory("CutterFlag",75,"ReadyE") TNT1 A 0 ACS_ExecuteAlways(991,0,2741)
loop
ReadyE:
TNT1 A 0 A_GunFlash("EndFlash")
TNT1 A 0 A_GiveInventory("GoldenAirmanSpawnFinishPickUp",1)
GLDH I 1 Offset( 4,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset(-4,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset( 4,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset(-4,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset( 2,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset(-2,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset( 2,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset(-2,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset( 1,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset(-1,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset( 1,32) ThrustThingZ(0,2,0,0)
GLDH I 1 Offset(-1,32) ThrustThingZ(0,2,0,0)
GLDH I 0 A_WeaponReady(WRF_NOFIRE)
GLDH IIIIIIII 1 ThrustThingZ(0,2,0,0)
TNT1 A 0 SetPlayerProperty(0,0,4)
TNT1 A 0 SetPlayerProperty(0,0,0)
GLDH A 27 A_GiveInventory("GravityRestore")
TNT1 A 0 A_ChangeFlag("INVULNERABLE",False)
TNT1 A 0 A_ChangeFlag("NOTELEFRAG",False)
TNT1 A 0 A_TakeInventory("InvProtection",1)
Ready2:
TNT1 A 0 A_JumpIfInventory("Base56Ammo",28,"Ready.CanTF")
GLDH A 1 A_WeaponReady(WRF_NOPRIMARY*CallACS("VC_AmmoCheck",1,4)|WRF_NOSECONDARY*CallACS("VC_AmmoCheck",1,7)) TNT1 A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
GLDH A 1 A_WeaponReady(WRF_NOPRIMARY*CallACS("VC_AmmoCheck",1,4)|WRF_NOSECONDARY*CallACS("VC_AmmoCheck",1,7)) TNT1 A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
TNT1 A 0 A_GiveInventory("Base56Ammo",1)
loop
Ready.CanTF:
GLDH A 1 A_WeaponReady(WRF_NOPRIMARY*CallACS("VC_AmmoCheck",1,4)|WRF_NOSECONDARY*CallACS("VC_AmmoCheck",1,7))
TNT1 A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack") TNT1 A 0 A_JumpIf(CallACS("VC_CheckBtn",3)==3,"User1")
GLDH A 1 A_WeaponReady(WRF_NOPRIMARY*CallACS("VC_AmmoCheck",1,4)|WRF_NOSECONDARY*CallACS("VC_AmmoCheck",1,7))
TNT1 A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack") TNT1 A 0 A_JumpIf(CallACS("VC_CheckBtn",3)==3,"User1")
TNT1 A 0 A_GiveInventory("Base56Ammo",1)
loop

Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
GLDH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
GLDH A 1 A_Raise
Loop

Fire:
TNT1 A 0 A_JumpIfInventory("Base56Ammo",28,1)
Goto NormalFire
FirePre:
TNT1 A 0 A_GunFlash("FireHand")
FireHold:
TNT1 A 0 A_GiveInventory("GoldenAirManMainStartPickUp",1)
GLDH O 1 ACS_NamedExecuteWithResult("VC_SetState",1) TNT1 A 0 A_JumpIfInventory("GoldenAirmanCharge",56,"FireHold2")
GLDH A 0 A_Refire("FireHoldB")
Goto NormalFire
FireHoldB:
TNT1 A 0 A_GiveInventory("GoldenAirManMainStartPickUp",1)
GLDH O 1 ACS_NamedExecuteWithResult("VC_SetState",2) TNT1 A 0 A_JumpIfInventory("GoldenAirmanCharge",56,"FireHold2")
GLDH A 0 A_Refire("FireHold")
Goto NormalFire
FireHold2:
TNT1 A 0 A_GunFlash("EndFlash")
SUHA B 0 A_JumpIf(CallACS("VC_CheckBtn",4)==7,"Synthfire")
GLDH A 1 ACS_NamedExecuteWithResult("VC_SetState",1) TNT1 A 0 A_GiveInventory("RightClickFlag")
GLDH A 0 A_Refire("FireHold2")
Goto ChargedFire
NormalFire:
TNT1 A 0 A_GunFlash("EndFlash")
TNT1 A 0 A_GiveInventory("GoldenAirManMainPickUp",1)
GLDH BCCCBAAAAA 2
TNT1 A 0 A_JumpIfNoAmmo("Ready2")
TNT1 A 0 A_Refire("NormalFire")
Goto Ready2
ChargedFire:
TNT1 A 0 A_GunFlash("EndFlash")
TNT1 A 0 A_GiveInventory("GoldenAirManMainPickUp2",1)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",3) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",4)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",3) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",4)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",3) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",4)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",3) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",4)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",3) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",4)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",3) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",4)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",3) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",4)
GLDH Q 1 ACS_NamedExecuteWithResult("VC_SetState",4) GLDH R 1 ACS_NamedExecuteWithResult("VC_SetState",3)
GLDH QRQRBBAAAA 1
Goto Ready2
Synthfire:
TNT1 A 0 A_GiveInventory("GoldenAirManMainPickUp3",1)
GLDH JK 1 A_ClearRefire
GLDH L 16
GLDH JAAA 1
Goto Ready2
		
Altfire:
TNT1 A 0 A_GunFlash("AirWallCharger")
TNT1 A 0 A_GiveInventory("ToadChargeDamageGive")
AltfireHold:
TNT1 A 0 A_JumpIfInventory("Base56Ammo",7,1)
Goto AltEnd2
GLDH A 1 A_JumpIfInventory("GoldenAirmanCharge2",56,"GoldenAirWall") TNT1 A 0 A_GiveInventory("GoldenAirmanCharge2",2)
GLDH A 1 A_Refire("AltfireHold")
TNT1 A 0 A_GiveInventory("GoldenAirManAltPickUp",1) TNT1 A 0 A_GunFlash("PutAwayHand")
GLDH BCCCBAAAAA 2
Goto Ready2
GoldenAirWall:
TNT1 A 0 A_GiveInventory("GoldenAirManAltPickUp2",1)
GLDH BCCCBAA 1
TNT1 A 0 A_GiveInventory("AirmanWallCounter_P")
TNT1 A 0 A_Refire("AltfireHold")
AltEnd:
TNT1 A 0 A_GunFlash("EndFlash")
Goto Ready2
AltEnd2:
TNT1 A 0 A_GunFlash("PutAwayHand")
Goto Ready2

User1:
TNT1 A 0 A_SpawnItemEx("OmegaAirRushHitbox")
TNT1 A 0 A_GiveInventory("GoldenAirManTFPickUp",1)
TNT1 AAA 0 A_SpawnItemEx("GoldenAirRushFX2",-16,random(-16,16),random(0,72),random(-7,-3),random(-4,4),random(-5,5))
GLDH D 1 A_SpawnItemEx("OmegaAirRushHitbox")
TNT1 AAA 0 A_SpawnItemEx("GoldenAirRushFX2",-16,random(-16,16),random(0,72),random(-7,-3),random(-4,4),random(-5,5))
GLDH E 1 A_SpawnItemEx("OmegaAirRushHitbox")
TNT1 AAA 0 A_SpawnItemEx("GoldenAirRushFX2",-16,random(-16,16),random(0,72),random(-7,-3),random(-4,4),random(-5,5))
GLDH F 1 A_SpawnItemEx("OmegaAirRushHitbox")
TNT1 AAA 0 A_SpawnItemEx("GoldenAirRushFX2",-16,random(-16,16),random(0,72),random(-7,-3),random(-4,4),random(-5,5))
TNT1 A 0 A_SpawnItemEx("OmegaAirRushHitbox")
GLDH DEFA 1 A_Stop
DRIA A 0 A_SpawnItemEx("ReSolidifier")
TNT1 A 0 A_ChangeFlag("PICKUP",1)
DRIA B 0 A_ChangeFlag("THRUSPECIES",0)
User1End:
GLDH A 10 A_TakeInventory("HalfDamageProtection")
Goto Ready2

UltimateAttack:
TNT1 A 0 ACS_NamedExecuteAlways("VC_UltimateText",0,135) TNT1 A 0 A_PlaySoundEx("classes/ultimateactivation","Auto") TNT1 A 0 A_SpawnItemEx("TerminatorUltimateAlarm")
TNT1 A 0 A_GiveInventory("PowerUltBuildCooldown",1)
TNT1 A 0 SetPlayerProperty(0,1,0) TNT1 A 0 SetPlayerProperty(0,1,3) TNT1 A 0 A_Stop
TNT1 A 0 A_ChangeFlag("INVULNERABLE",True)
TNT1 A 0 A_GiveInventory("InvProtection",1)
TNT1 A 0 ACS_NamedExecuteAlways("VC_SetState",0,8)
UltHold:
TNT1 AA 0 A_SpawnItemEx("GAMIntroFX2",random(0,80),0,random(0,50),0,0,0,random(0,359))
TNT1 A 0 A_GiveInventory("CutterFlag",1)
GLDH A 0 A_JumpIfInventory("CutterFlag",93,"UltHold2")
GLDH I 1 ThrustThingZ(0,3,0,0)
loop
UltHold2:
GLDH HHHHHH 1 ThrustThingZ(0,3,0,0)
TNT1 A 0 A_GunFlash("UltTornado")
TNT1 AA 0 A_SpawnItemEx("GAMIntroFX2",random(0,80),0,random(0,50),0,0,0,random(0,359))
UnbeatableVacuum:
TNT1 A 0 A_PlaySoundEx("weapon/goldairult","Body")
TNT1 A 0 A_PlaySoundEx("weapon/kingxblast","Voice",0,1)
TNT1 A 0 A_PlaySoundEx("weapon/thunderbolt","Item",0,1)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GoldenAirUltFX") //30
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GoldenAirUltDebris") //30
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TerminatingOrbitingJunk",Random(32,256),0,Random(-512,512),0,0,0,random(0,360),1) //30
UnbeatableVacuumHold:
GLDH I 1 Offset(-5,32) A_FireCustomMissile("TerminatingOrbitingJunkAOE",0,0,0,-32)
TNT1 A 0 A_JumpIfInventory("TerminationUltimateAmmo",1,1)
Goto UltEnd
TNT1 A 0 A_TakeInventory("TerminationUltimateAmmo",12)
GLDH I 1 Offset(5,32) A_FireCustomMissile("TerminatingOrbitingJunkAOE",0,0,0,-32)
TNT1 A 0 A_JumpIfInventory("TerminationUltimateAmmo",1,1)
Goto UltEnd
TNT1 A 0 A_TakeInventory("TerminationUltimateAmmo",12)
loop
UltEnd:
TNT1 A 0 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 A_ChangeFlag("INVULNERABLE",False)
TNT1 A 0 A_TakeInventory("InvProtection",1)
TNT1 A 0 A_GiveInventory("OrbitFlag",1)
TNT1 A 0 SetPlayerProperty(0,0,0) TNT1 A 0 SetPlayerProperty(0,0,3) TNT1 A 0 A_GunFlash("EndFlash")
TNT1 A 0 A_PlaySoundEx("weapon/kingxblast","SoundSlot5",0,1) TNT1 A 0 A_PlaySoundEx("weapon/junkshield","SoundSlot6",0,1)
GLDH H 1 Offset(0,36) A_GiveInventory("AirUltCancel")
GLDH H 1 Offset(0,48)
GLDH H 1 Offset(0,60)
GLDH H 1 Offset(0,72)
GLDH H 1 Offset(0,84)
GLDH H 1 Offset(0,96)
GLDH H 1 Offset(0,108)
GLDH H 1 Offset(0,120)
GLDH H 1 Offset(0,132)
GLDH H 5 Offset(0,144)
GLDH A 1 Offset(0,110)
GLDH A 1 Offset(0,74)
GLDH A 1 Offset(0,36)
GLDH A 1 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 A_TakeInventory("UltAttackFlag")
TNT1 A 0 A_TakeInventory("PowerUltBuildCooldown",1)
TNT1 A 0 A_TakeInventory("OrbitFlag",1)
Goto Ready2

Intro:
TNT1 A 0 ThrustThingZ(0,1,0,0) TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash") TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 ThrustThingZ(0,1,0,0) TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash") TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_SpawnItemEx("AirmanIntroPusher")
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(0,22.5))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5,22.5*1))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*1,22.5*2))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*2,22.5*3))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*3,22.5*4))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*4,22.5*5))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*5,22.5*6))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*6,22.5*7))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*7,22.5*8))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*8,22.5*9))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*9,22.5*10))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*10,22.5*11))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*11,22.5*12))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*12,22.5*13))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*13,22.5*14))
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,-1000,random(22.5*14,22.5*15))
loop
AirWallCharger:
TNT1 A 0 A_PlaySoundEx("misc/hsloop","Weapon") TNT1 A 0 A_SpawnItem("AirBlowBox")
TNT1 AAAA 0 A_FireCustomMissile("AirmanBlowerDust",random(-16,16),0,random(-10,10),random(-10,10),0,random(-10,10))
GLDH M 1 A_JumpIfInventory("IsDead",1,"EndFlash") TNT1 A 0 ACS_NamedExecuteAlways("VC_SetState",0,1)
AirWallChargerLoop: 
TNT1 A 0 A_PlaySoundEx("misc/hsloop","Weapon") TNT1 A 0 A_SpawnItem("AirBlowBox")
TNT1 AAAA 0 A_FireCustomMissile("AirmanBlowerDust",random(-16,16),0,random(-10,10),random(-10,10),0,random(-10,10))
GLDH N 1 A_JumpIfInventory("IsDead",1,"EndFlash") TNT1 A 0 ACS_NamedExecuteAlways("VC_SetState",0,2) 
TNT1 A 0 A_PlaySoundEx("misc/hsloop","Weapon") TNT1 A 0 A_SpawnItem("AirBlowBox")
TNT1 AAAA 0 A_FireCustomMissile("AirmanBlowerDust",random(-16,16),0,random(-10,10),random(-10,10),0,random(-10,10))
GLDH N 1 A_JumpIfInventory("IsDead",1,"EndFlash") TNT1 A 0 ACS_NamedExecuteAlways("VC_SetState",0,1)
loop
UltTornado:
TNT1 A 0 A_SpawnItemEx("UndefeatableTornadoSpawner",0,0,0,0,0,-300)
TNT1 A 0 A_PlaySoundEx("weapon/tornadoblow","Weapon",0,1)
UltTornadoHold:
TNT1 A 0 A_PlaySoundEx("misc/hsloop","Body",0,1)
TNT1 A 0 A_Quake(5,5,0,200)
TNT1 A 0 A_Quake(4,5,0,400)
TNT1 A 0 A_Quake(3,5,0,600)
TNT1 A 0 A_Quake(2,5,0,800)
TNT1 A 0 A_Quake(1,5,0,1000)
TNT1 A 1 A_JumpIfInventory("IsDead",1,"EndFlash") TNT1 A 0 ACS_ExecuteAlways(247,0,3,3000)
TNT1 A 1 A_JumpIfInventory("IsDead",1,"EndFlash") TNT1 A 0 ACS_ExecuteAlways(247,0,3,3000)
TNT1 A 1 A_JumpIfInventory("IsDead",1,"EndFlash") TNT1 A 0 ACS_ExecuteAlways(247,0,3,3000)
loop
EndFlash:
TNT1 A 0 ACS_ExecuteAlways(991,0,10881)
TNT1 A 1 A_TakeInventory("CutterFlag",999)
stop
PutAwayHand:
GLDH M 1
stop
FireHand:
GLDH P 1 A_JumpIfInventory("IsDead",1,"EndFlash")
loop
}
}

Actor GoldenAirManMainStartPickUp : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_SpawnItem("AirSuckBox")
TNT1 A 0 A_PlaySoundEx("misc/hsloop","Weapon")
TNT1 A 0 A_GiveInventory("ToadChargeDamageGive")
TNT1 A 0 A_GiveInventory("GoldenAirmanCharge",1)
TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("AirmanVacuumSpawner",random(-16,16),0,random(-10,10),random(-10,10),0,random(-10,10))
stop
}
}

Actor GoldenAirManMainPickUp : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_TakeInventory("Base56Ammo",4)
TNT1 A 0 A_GiveInventory("ToadChargeDamageTake")
TNT1 A 0 A_TakeInventory("GoldenAirmanCharge",999)
TNT1 A 0 A_PlaySoundEx("Weapon/AirShooter","Weapon")  
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0, 64,32)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0, 32, 0)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0,  0,32)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0,-32, 0)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0,-64,32)
stop
}
}

Actor GoldenAirShooter
{
Translation "198:198=228:228"
PROJECTILE
+SKYEXPLODE
+THRUSPECIES
DamageType "GoldenAirman"
Obituary "$OB_GOLDENAIRMAN1"
Species "GoldenAirmanWallType"
Damage (20)
Speed 20
Radius 16
Height 16
Scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
AIRS ABC 1 A_ScaleVelocity(1.05)
TNT1 A 0 A_SpawnItemEx("UltSparkle",Random(-24,24),Random(-24,24),Random(0,24))
Goto Spawn+2
Death:
AIRS GHI 2
stop
}
}

Actor GoldenAirShooterProtect : PowerProtection
{
Powerup.Duration 10
DamageFactor "GoldenAirman", 0.0
}

Actor GoldenAirManMainPickUp2 : CustomInventory
{
const int OFS = 4;
states
{
Pickup:
TNT1 A 0 A_TakeInventory("RightClickFlag") TNT1 A 0 A_TakeInventory("Base56Ammo",16)
TNT1 A 0 A_GiveInventory("ToadChargeDamageTake") TNT1 A 0 A_TakeInventory("GoldenAirmanCharge",999)
TNT1 A 0 A_PlaySoundEx("Weapon/airtwister","Body")
TNT1 A 0 A_FireCustomMissile("GoldenAirManVacuumShotStart",0,0,0,72)
TNT1 A 0 A_FireCustomMissile("GoldenAirManVacuumShotStart",0,0,40,32)
TNT1 A 0 A_FireCustomMissile("GoldenAirManVacuumShotStart",0,0,-40,32)
TNT1 A 0 A_FireCustomMissile("GoldenAirManVacuumShotStart",0,0,20,-16)
TNT1 A 0 A_FireCustomMissile("GoldenAirManVacuumShotStart",0,0,-20,-16)
stop
}
}

Actor GoldenAirManVacuumShotStart
{
PROJECTILE
+RIPPER
+DONTREFLECT
+THRUSPECIES
+FORCEXYBILLBOARD
Species "AirmanWallType"
Obituary "$OB_GOLDENAIRMAN2"
damagetype "GoldenAirman2"
Damage (0)
Speed 50
radius 5
height 5
scale 2.5
ReactionTime 19
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
TNT1 A 0 A_ScaleVelocity(SPEED_SCALAR)
Spawn2:
TNT1 A 0 A_Quake(2,5,0,200)
TNT1 A 0 A_Explode(6,32,0,0,32)
TNT1 A 0 A_SpawnItemEx("GoldenAirManVacuumShot",0,0,0,(momx/SPEED_SCALAR),(momy/SPEED_SCALAR),(momz/SPEED_SCALAR),0,SXF_ABSOLUTEMOMENTUM)
TNT1 A 1 A_CountDown
TNT1 A 0 A_Explode(6,32,0,0,32)
TNT1 A 0 A_SpawnItemEx("GoldenAirManVacuumShot",0,0,0,(momx/SPEED_SCALAR),(momy/SPEED_SCALAR),(momz/SPEED_SCALAR),0,SXF_ABSOLUTEMOMENTUM)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("UltSparkle",0,Random(-32,32),Random(16,-32))
loop
Death:
TNT1 A 0
stop
}
}

Actor GoldenAirManVacuumShot
{
Translation "74:74=228:228", "197:197=218:218", "198:198=218:218", "208:208=228:228"
PROJECTILE
+RIPPER
+THRUSPECIES
Species "AirmanWallType"
Obituary "$OB_GOLDENAIRMAN2"
damagetype "GoldenAirman2"
Damage (0)
Speed 32
Radius 16
Height 16
Scale 2.5
const int DMG = 12;
const int RNG = 32;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
TNT1 A 0 A_Quake(2,5,0,200) TNT1 A 0 A_PlaySoundEx("weapon/windloop","Body")
AIRC A 2 A_Explode(DMG,RNG,0,0,RNG) TNT1 A 0 A_SpawnItemEx("UltSparkle",0,Random(-32,32),Random(16,-32))
AIRC B 2 A_Explode(DMG,RNG,0,0,RNG) TNT1 A 0 A_SpawnItemEx("UltSparkle",0,Random(-32,32),Random(16,-32))
Spawn2:
TNT1 A 0 A_Quake(2,5,0,200) TNT1 A 0 A_PlaySoundEx("weapon/windloop","Body")
AIRC C 2 A_Explode(DMG,RNG,0,0,RNG) TNT1 A 0 A_SpawnItemEx("UltSparkle",0,Random(-32,32),Random(16,-32))
AIRC D 2 A_Explode(DMG,RNG,0,0,RNG) TNT1 A 0 A_SpawnItemEx("UltSparkle",0,Random(-32,32),Random(16,-32))
TNT1 A 0 A_Quake(2,5,0,200)
AIRC A 2 A_Explode(DMG,RNG,0,0,RNG) TNT1 A 0 A_SpawnItemEx("UltSparkle",0,Random(-32,32),Random(16,-32))
AIRC B 2 A_Explode(DMG,RNG,0,0,RNG) TNT1 A 0 A_SpawnItemEx("UltSparkle",0,Random(-32,32),Random(16,-32))
loop
Death:
AIRS GHI 3
stop
}
}

Actor GoldenVacuumShotProtect : PowerProtection
{
Powerup.Duration 3
DamageFactor "GoldenAirman2", 0.0
}

Actor GoldenAirManMainPickUp3 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",6)
TNT1 A 0 A_TakeInventory("Base56Ammo",16)
TNT1 A 0 A_TakeInventory("RightClickFlag")
TNT1 A 0 A_GiveInventory("ToadChargeDamageTake")
TNT1 A 0 A_TakeInventory("GoldenAirmanCharge",999)
TNT1 A 0 A_PlaySoundEx("weapon/windstar","Weapon")
TNT1 A 0 A_FireCustomMissile("GoldenGigaTornadoStart",0,0,0,0)
stop
}
}

Actor GoldenGigaTornadoStart : FastProjectile
{
PROJECTILE
-DONTBLAST
+RIPPER
+SPECTRAL
+SKYEXPLODE
+DONTREFLECT
damage (0)
speed 600
Radius 4
Height 4
scale 2.5
States
{
Spawn:
TNT1 AA 0
TNT1 A 5
Death:
TNT1 A 0 A_PlaySoundEx("weapon/airpinpoint","Body")
TNT1 A 0 A_CheckCeiling("Reposition2")
TNT1 A 0 A_CheckFloor(1)
Goto Reposition
TNT1 A 0 A_Quake(3,5,0,400)
TNT1 A 0 A_PlaySoundEx("Weapon/AirShooter","Weapon")
TNT1 A 0 A_SpawnItemEx("GoldenGigaTornado",0,0,0,0,0,10)
TNT1 A 0 A_SpawnItemEx("GoldenGigaTornadoDamager",0,0,32)
TNT1 AAA 1 ACS_ExecuteAlways(247, 0, 1, 400)
TNT1 A 0 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",18,"End")
goto Death+1
Reposition:
TNT1 A 0 A_SpawnItemEx("GoldenGigaTornadoStart2",-32,0,0,0,0,-600)
Goto End
Reposition2:
TNT1 A 0 A_SpawnItemEx("GoldenGigaTornadoStart2",0,0,-32,0,0,-600)
End:
TNT1 A 0
stop
}
}

Actor GoldenGigaTornadoStart2 : GoldenGigaTornadoStart
{
States
{
Spawn:
TNT1 AA 0
TNT1 A 5
Death:
TNT1 A 0 A_PlaySoundEx("weapon/airpinpoint","Body")
TNT1 A 0 A_Quake(3,5,0,400)
TNT1 A 0 A_PlaySoundEx("Weapon/AirShooter","Weapon")
TNT1 A 0 A_SpawnItemEx("GoldenGigaTornado",0,0,0,0,0,10)
TNT1 A 0 A_SpawnItemEx("GoldenGigaTornadoDamager",0,0,32)
TNT1 AAA 0 A_SpawnItemEx("GoldenAirRushFX",0,0,0,Random(-8,8),Random(-8,8),Random(3,6))
TNT1 AAA 1 ACS_ExecuteAlways(247, 0, 1, 400)
TNT1 A 0 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",18,"End")
goto Death+1
End:
TNT1 A 0
stop
}
}

Actor GoldenAirRushFX
{
Translation "198:198=228:228"
PROJECTILE
-SOLID
+NOGRAVITY
-DONTBLAST
+DONTSPLASH
+NOINTERACTION
+CLIENTSIDEONLY
height 5
radius 5
Scale 2.5
Speed 45
renderstyle add
reactiontime 25
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileFXCode")
Spawn2:
AIRS ABC 1 
TNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)
TNT1 A 0 A_Countdown
loop
Death:
AIRS GHI 2
stop
}
}

Actor GoldenAirRushFX2 : GoldenAirRushFX
{
Scale 1.0
}

Actor GoldenGigaTornado
{
Translation "74:74=228:228", "249:249=218:218", "198:198=228:228"
PROJECTILE
Obituary "$OB_GOLDENAIRMAN3"
damagetype "GoldenAirman3"
+RIPPER
+NOGRAVITY
+THRUACTORS
+SKYEXPLODE
+FORCEXYBILLBOARD
+DONTREFLECT
damage(0)
speed 30
Radius 1
Height 1
scale 4.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
Spawn2:
AIST AA 1 A_SpawnItemEx("GoldenGigaTornadoDamager",0,0,32) TNT1 A 0  A_SpawnItemEx("GoldenGigaTornadoFX",0,0,0,0,0,0,Random(0,359))
AIST BB 1 A_SpawnItemEx("GoldenGigaTornadoDamager",0,0,32) TNT1 A 0  A_SpawnItemEx("GoldenGigaTornadoFX",0,0,0,0,0,0,Random(0,359))
AIST HH 1 A_SpawnItemEx("GoldenGigaTornadoDamager",0,0,32) TNT1 A 0  A_SpawnItemEx("GoldenGigaTornadoFX",0,0,0,0,0,0,Random(0,359))
TNT1 A 0 A_SpawnItemEx("UltSparkle",Random(-32,32),Random(-32,32),Random(0,40))
loop
Death:
AIRS GHI 2
stop
}
}

Actor GoldenGigaTornadoDamager
{
Projectile
+THRUSPECIES
+NOINTERACTION
Species "AirmanWallType"
damagetype "GoldenAirman3"
Obituary "$OB_GOLDENAIRMAN3"
Scale 2.5
Height 6
Radius 6
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(3,160,0,0,80)
stop
}
}

Actor GoldenGigaTornadoProtect : PowerProtection
{
Powerup.Duration 5
DamageFactor "GoldenAirman3", 0.0
}

Actor GoldenGigaTornadoFX
{
Translation "198:198=228:228"
PROJECTILE
-SOLID
+NOGRAVITY
-DONTBLAST
+DONTSPLASH
+NOINTERACTION
+CLIENTSIDEONLY
height 5
radius 5
Scale 2.5
Speed 45
renderstyle add
reactiontime 25
var int user_speed;
var int user_maxturn;
var int user_turndivisor;
var int user_turndivisor_add;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
TNT1 A 0 A_SetUserVar("user_speed",Random(3,15)) TNT1 A 0 A_SetUserVar("user_maxturn",1500)
TNT1 A 0 A_SetUserVar("user_turndivisor",50) TNT1 A 0 A_SetUserVar("user_turndivisor_add",12)
Spawn2:
TNT1 A 0 A_Setangle(angle-user_maxturn/user_turndivisor) AIRS A 1 A_ChangeVelocity(user_speed,0,0,CVF_RELATIVE|CVF_REPLACE) TNT1 A 0 A_SetUserVar("user_turndivisor",user_turndivisor+user_turndivisor_add)
TNT1 A 0 A_Setangle(angle-user_maxturn/user_turndivisor) AIRS B 1 A_ChangeVelocity(user_speed,0,0,CVF_RELATIVE|CVF_REPLACE) TNT1 A 0 A_SetUserVar("user_turndivisor",user_turndivisor+user_turndivisor_add)
TNT1 A 0 A_Setangle(angle-user_maxturn/user_turndivisor) AIRS C 1 A_ChangeVelocity(user_speed,0,0,CVF_RELATIVE|CVF_REPLACE) TNT1 A 0 A_SetUserVar("user_turndivisor",user_turndivisor+user_turndivisor_add)
TNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1) TNT1 A 0 A_Countdown
loop
Death:
AIRS GHI 2
stop
}
}

Actor GoldenTornadoOrbiter
{
Translation "74:74=228:228", "249:249=218:218"
PROJECTILE
+NOGRAVITY
+THRUACTORS
+NOINTERACTION
+DONTREFLECT
Species "GoldenTornado"
Height 1
Radius 1
scale 2.5
var int User_X_Ofs;
var int User_Deg;
const int INC = 6;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
TNT1 A 0 A_SetUserVar("User_X_Ofs",80)
TNT1 A 0 A_SetUserVar("User_Deg",0)
Spawn2:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("GoldenAirmanCharge",1,"Spawn3") TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
loop
Spawn3:
AIST D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_SpawnItemEx("GoldenTornadoDamager",0,0,32)
AIST E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_SpawnItemEx("GoldenTornadoDamager",0,0,32)
AIST F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_SpawnItemEx("GoldenTornadoDamager",0,0,32)
AIST G 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
AIST D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_SpawnItemEx("GoldenTornadoDamager",0,0,32)
AIST E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_SpawnItemEx("GoldenTornadoDamager",0,0,32)
AIST F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_SpawnItemEx("GoldenTornadoDamager",0,0,32)
AIST G 1 A_Warp(AAPTR_TARGET,User_X_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_SpawnItemEx("GoldenTornadoDamager",0,0,32)
TNT1 A 0 A_SpawnItemEx("GoldenAirmanSparkle",Random(-32,32),Random(-32,32),Random(0,80))
TNT1 A 0 A_JumpIfInTargetInventory("GoldenAirmanCharge",1,"Spawn3")
Goto Spawn2
Death:
TNT1 A 1
stop
}
}

Actor GoldenTornadoDamager
{
Projectile
+THRUSPECIES
+NOINTERACTION
Species "AirmanWallType"
damagetype "GoldenAirmanTornado"
Obituary "$OB_GOLDENAIRMAN4"
Scale 2.5
Height 6
Radius 6
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(3,48,0,0,48)
stop
}
}

Actor GoldenAirmanTornadoProtect : PowerProtection
{
Powerup.Duration 1
DamageFactor "GoldenAirmanTornado", 0.0
}

Actor AirmanBlowerDust
{
+MISSILE
+NOINTERACTION
speed 45
scale 2.5
states
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode", 1)
Spawn2:
TNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)
COSS B 1 A_FadeOut(0.05)
loop
Death:
TNT1 A 0
stop
}
}

Actor AirBlowBox
{
PROJECTILE
radius 1
height 1
speed 0
damage (0)
+NOINTERACTION
States
{
Spawn:
TNT1 A 0
TNT1 A 2 ACS_ExecuteAlways(C_JAX_SUCKRECODE,0,400,75,3)
stop
}
}

Actor GoldenAirmanWallCounter_P : Powerup
{
	Powerup.Duration 15
}

Actor GoldenAirManAltPickUp : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_TakeInventory("Base56Ammo",4)
TNT1 A 0 A_GiveInventory("ToadChargeDamageTake")
TNT1 A 0 A_TakeInventory("GoldenAirmanCharge2",999)
TNT1 A 0 A_PlaySoundEx("Weapon/AirShooter","Weapon")  
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0, 64,32)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0, 32, 0)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0,  0,32)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0,-32, 0)
TNT1 A 0 A_FireCustomMissile("GoldenAirShooter",0,0,-64,32)
stop
}
}

Actor GoldenAirManAltPickUp2 : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_TakeInventory("Base56Ammo",7)
TNT1 A 0 A_GiveInventory("ToadChargeDamageTake")
TNT1 A 0 A_TakeInventory("GoldenAirmanCharge2",999)
TNT1 A 0 A_PlaySoundEx("Weapon/AirShooter","Weapon")
TNT1 A 0 A_SpawnItemEx("GoldenAirWall",0,0,32,15,0,0)
TNT1 AA 0 A_SpawnItemEx("GoldenAirWall",0,0,32,15,random(  2, 4),random(0,0))
TNT1 AA 0 A_SpawnItemEx("GoldenAirWall",0,0,32,15,random( -4,-2),random(2,4))
TNT1 AA 0 A_SpawnItemEx("GoldenAirWall",0,0,32,15,random(  4, 8),random(4,8))
TNT1 AA 0 A_SpawnItemEx("GoldenAirWall",0,0,32,15,random( -8,-4),random(4,8))
TNT1 AA 0 A_SpawnItemEx("GoldenAirWall",0,0,32,15,random(  8,16),random(1,8))
TNT1 AA 0 A_SpawnItemEx("GoldenAirWall",0,0,32,15,random(-16,-8),random(1,8))
stop
}
}

Actor GoldenAirWall
{
Translation "198:198=228:228"
PROJECTILE
Obituary "$OB_GOLDENAIRMAN5"
DamageType "GoldenAirManAlt"
+INVULNERABLE
+SHOOTABLE
-NOBLOCKMAP
+NOBLOOD
+DONTRIP
+HEXENBOUNCE
+DONTREFLECT
+THRUSPECIES
+NODAMAGETHRUST
+NOTARGETSWITCH
species "AirmanWallType"
DamageFactor "GoldenAirManAlt", 0.0
Health 9999
PainChance 0
Mass 0x7fffffff
Damage (25)
Speed 0
Radius 16
Height 16
Scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
AIRS ABC 1
TNT1 A 0 A_SpawnItemEx("UltSparkle",Random(-24,24),Random(-24,24),Random(0,24))
AIRS ABC 1
TNT1 A 0 A_SpawnItemEx("UltSparkle",Random(-24,24),Random(-24,24),Random(0,24))
AIRS ABC 1
TNT1 A 0 A_SpawnItemEx("UltSparkle",Random(-24,24),Random(-24,24),Random(0,24))
AIRS ABC 1
TNT1 A 0 A_SpawnItemEx("UltSparkle",Random(-24,24),Random(-24,24),Random(0,24))
TNT1 A 0 A_ChangeFlag("SHOOTABLE",1)
TNT1 A 0 A_Stop
Idle1:
AIRS A 1 A_JumpIfInTargetInventory("AirmanWallCounter_P",1,"Shot")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
Idle2:
AIRS B 1 A_JumpIfInTargetInventory("AirmanWallCounter_P",1,"Shot")
TNT1 B 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
Idle3:
AIRS C 1 A_JumpIfInTargetInventory("AirmanWallCounter_P",1,"Shot")
TNT1 C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
loop
Death:
TNT1 A 0 A_JumpIfInTargetInventory("AirmanWallCounter_P",1,"Shot")
AIRS GHI 2
stop
Shot:
TNT1 A 0 A_PlaySoundEx("Weapon/AirWall","Weapon")
AIRS C 1 ACS_ExecuteAlways(548,0,0)
TNT1 A 0 A_SpawnItemEx("GoldenAirWall2",0,0,0,cos(pitch)*24,0,-sin(pitch)*24)
stop
}
}

Actor GoldenAirWall2 : GoldenAirWall
{
-HEXENBOUNCE
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
AIRS ABC 1 A_ScaleVelocity(1.1)
TNT1 A 0 A_SpawnItemEx("UltSparkle",Random(-24,24),Random(-24,24),Random(0,24))
Goto Spawn+2
Death:
AIRS GHI 2
stop
}
}

Actor GoldenAirWallProtect : PowerProtection
{
Powerup.Duration 10
DamageFactor "GoldenAirManAlt", 0.50
}

Actor GoldenAirManTFPickUp : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_TakeInventory("UnSolid",1)
TNT1 A 0 A_ChangeFlag("SOLID",0)
DRIA B 0 A_ChangeFlag("THRUSPECIES",1)
TNT1 A 0 A_TakeInventory("Base56Ammo",28)
TNT1 A 0 A_GiveInventory("HalfDamageProtection")
TNT1 A 0 A_PlaySoundEx("weapon/omegaair1","Weapon")
TNT1 A 0 A_PlaySoundEx("weapon/omegaair2","Body")
TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",5)
TNT1 A 0 A_ChangeVelocity(150,0,0,CVF_RELATIVE|CVF_REPLACE)
stop
}
}

Actor OmegaAirRushHitbox
{
PROJECTILE
+THRUSPECIES
+NOEXPLODEFLOOR
+HITTRACER
species "DustManType"
Obituary "$OB_GOLDENAIRMAN6"
Damagetype "GoldenAirmanTF"
damage (6)
speed 0
Radius 64
Height 64
scale 2.5
States
{
Spawn:
TNT1 A 1
stop
XDeath:
TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
TNT1 A 0 A_JumpIfInventory("CanBeGrabBustered",1,1,AAPTR_TRACER)
Goto Failed
TNT1 A 0 A_JumpIfInventory("LightTeamFlag",1,"LightCheck",AAPTR_TARGET)
TNT1 A 0 A_JumpIfInventory("WilyTeamFlag",1,"WilyCheck",AAPTR_TARGET)
TNT1 A 0 A_JumpIfInventory("CossackTeamFlag",1,"CossackCheck",AAPTR_TARGET)
TNT1 A 0 A_JumpIfInventory("KingTeamFlag",1,"KingCheck",AAPTR_TARGET)
Goto HealReturn
LightCheck:
TNT1 A 0 A_JumpIfInventory("LightTeamFlag",1,"Failed",AAPTR_TRACER)
TNT1 A 1 A_JumpIf(true,"HealReturn")
wait
WilyCheck:
TNT1 A 0 A_JumpIfInventory("WilyTeamFlag",1,"Failed",AAPTR_TRACER)
TNT1 A 1 A_JumpIf(true,"HealReturn")
wait
CossackCheck:
TNT1 A 0 A_JumpIfInventory("CossackTeamFlag",1,"Failed",AAPTR_TRACER)
TNT1 A 1 A_JumpIf(true,"HealReturn")
wait
KingCheck:
TNT1 A 0 A_JumpIfInventory("KingTeamFlag",1,"Failed",AAPTR_TRACER)
TNT1 A 1 A_JumpIf(true,"HealReturn")
wait
HealReturn:
TNT1 A 0 A_JumpIfInventory("AirTFHit",1,"Failed",AAPTR_TRACER)
TNT1 A 2 A_GiveInventory("AirTFHit",1,AAPTR_TRACER)
TNT1 AAAAA 2 A_SpawnItemEx("OmegaAirRushHitbox2")
TNT1 A 0 A_SpawnItemEx("OmegaAirRushHitbox3")
stop
Failed:
Death:
TNT1 A 0
stop
}
}

Actor AirTFHit : Powerup
{
	Powerup.Duration 6
}

Actor OmegaAirRushProtect : PowerProtection
{
Powerup.Duration 10
DamageFactor "GoldenAirmanTF", 0.0
}

actor OmegaAirRushHitbox2 : OmegaAirRushHitbox
{
Damagetype "GoldenAirmanTF2"
damage (6)
-HITTRACER
States
{
Spawn:
TNT1 A 1
stop
Death:
XDeath:
stop
}
}

actor OmegaAirRushHitbox3 : OmegaAirRushHitbox2
{
Damagetype "GoldenAirmanTF3"
damage (12)
}

Actor AirHitFX : BasicClientSide
{
scale 5.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Quake(3,6,0,300)
KCRB EFG 1
TNT1 A 3
stop
}
}

Actor GoldenAirUltFX
{
PROJECTILE
+NOINTERACTION
+CLIENTSIDEONLY
+NOCLIP
+DONTREFLECT
Scale 2.5
var int user_angle;
var int user_warpdistance;
var int user_warpheight;
var int user_warpspeed;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileFXCode")
MARD E 0 A_SetUserVar("user_angle",random(0,359))
MARD E 0 A_SetUserVar("user_warpdistance",random(32,250))
MARD E 0 A_SetUserVar("user_warpheight",random(-128,512))
MARD E 0 A_SetUserVar("user_warpspeed",random(3,40))
goto loopit
loopit:
MARD E 0 A_SpawnItemEx("MarsSmoke")
MARD E 0 A_JumpIf(z-floorz<=-1,"Death")
MARD E 0 A_Warp(AAPTR_TARGET,user_warpdistance,0,user_warpheight,user_angle,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
MARD E 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
MARD E 0 A_JumpIfInTargetInventory("AirUltCancel",1,"Death")
TNT1 A 1 A_SetUserVar("user_angle",user_angle+user_warpspeed)
loop
Death:
TNT1 A 0
stop
}
}

Actor GoldenAirUltDebris : GoldenAirUltFX
{
species "AirmanWallType"
Obituary "$OB_GOLDENAIRMAN7"
Damagetype "GoldenAirManUlt"
-NOINTERACTION
-CLIENTSIDEONLY
+RIPPER
+BOUNCEONWALLS
+BOUNCEONCEILINGS
+BOUNCEONFLOORS
+HEXENBOUNCE
+NOCLIP
bouncecount 15
bouncefactor 0.8
gravity 2.0
radius 16
height 16
damage(8)
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileFXCode")
TNT1 A 0 A_SetUserVar("user_angle",random(0,359))
TNT1 A 0 A_SetUserVar("user_warpdistance",random(800,850))
TNT1 A 0 A_SetUserVar("user_warpspeed",random(3,40))
TNT1 A 0 A_SetUserVar("user_warpheight",random(-100,512))
TNT1 A 0 A_Jump(256,"S_1","S_2","S_3","S_4","S_5","S_6","S_7","S_8","S_9","S_10","S_11","S_12","S_13","S_14","S_15","S_16","S_17","S_18","S_19","S_20","S_21","S_22","S_23","S_24","S_25","S_26","S_27","S_28","S_29","S_30","S_31","S_32")
S_1:
GAM2 A 0
goto loopit
S_2:
GAM2 B 0
goto loopit
S_3:
GAM2 C 0
goto loopit
S_4:
GAM2 D 0
goto loopit
S_5:
GAM2 E 0
goto loopit
S_6:
GAM2 F 0
goto loopit
S_7:
GAM2 G 0
goto loopit
S_8:
GAM2 H 0
goto loopit
S_9:
GAM2 I 0
goto loopit
S_10:
GAM2 J 0
goto loopit
S_11:
GAM2 K 0
goto loopit
S_12:
GAM2 L 0
goto loopit
S_13:
GAM2 M 0
goto loopit
S_14:
GAM2 N 0
goto loopit
S_15:
GAM2 O 0
goto loopit
S_16:
GAM2 P 0
goto loopit
S_17:
GAM3 A 0
goto loopit
S_18:
GAM3 B 0
goto loopit
S_19:
GAM3 C 0
goto loopit
S_20:
GAM3 D 0
goto loopit
S_21:
GAM3 E 0
goto loopit
S_22:
GAM3 F 0
goto loopit
S_23:
GAM3 G 0
goto loopit
S_24:
GAM3 H 0
goto loopit
S_25:
GAM3 I 0
goto loopit
S_26:
GAM3 J 0
goto loopit
S_27:
GAM3 K 0
goto loopit
S_28:
GAM3 L 0
goto loopit
S_29:
GAM3 M 0
goto loopit
S_30:
GAM3 N 0
goto loopit
S_31:
GAM3 O 0
goto loopit
S_32:
GAM3 P 0
goto loopit
loopit:
"####" "#" 0 A_SetUserVar("user_warpdistance",user_warpdistance-6)
"####" "#" 0 A_Warp(AAPTR_TARGET,user_warpdistance,0,user_warpheight,user_angle,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
"####" "#" 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death1")
"####" "#" 0 A_JumpIfInTargetInventory("AirUltCancel",1,"Death1")
"####" "#" 1 A_SetUserVar("user_angle",user_angle+user_warpspeed)
loop
Death1:
"####" "#" 0 A_ChangeFlag("NOCLIP",0)
"####" "#" 0 A_ChangeFlag("NOGRAVITY",0)
"####" "#" 0 A_ChangeVelocity(random(12,28),random(12,28),random(-6,18),CVF_RELATIVE|CVF_REPLACE)
Death1Hold:
"####" "#" 1 A_GiveToTarget("GoldenAirManUltBuildCooldownGiver",1)
"####" "#" 0 A_GiveInventory("CutterFlag",1) "####" "#" 0 A_JumpIfInventory("CutterFlag",350,"Death1End")
"####" "#" 1 A_GiveToTarget("GoldenAirManUltBuildCooldownGiver",1)
"####" "#" 0 A_GiveInventory("CutterFlag",1) "####" "#" 0 A_JumpIfInventory("CutterFlag",350,"Death1End")
loop
Death1End:
"####" "#" 1
stop
Death:
TNT1 A 0
stop
}
}

Actor GoldenAirManUltBuildCooldownGiver : UltBuildCooldownGiver
{
	Powerup.Duration -1
}

Actor UndefeatableTornadoSpawner
{
PROJECTILE
-DONTBLAST
+RIPPER
+SPECTRAL
+SKYEXPLODE
damage (0)
speed 600
Radius 1
Height 1
States
{
Spawn:
TNT1 A 0
TNT1 AAAAA 1
Goto Death

Death:
TNT1 A 0 A_SpawnItemEx("UndefeatableTornado")
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*0)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*1)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*2)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*3)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*4)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*5)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*6)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*7)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*8)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*9)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*10)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*11)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*12)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*13)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*14)
TNT1 A 0 A_SpawnItemEx("TenguDustGAM",-120,0,0,0,0,-1000,22.5*15)
stop
}
}

actor TenguDustGAM
{
PROJECTILE
-NOINTERACTION
+FLOORHUGGER
scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 1
TNT1 A 0 A_ChangeFlag("FLOORHUGGER",False)
TNT1 A 0 A_ChangeFlag("NOINTERACTION",True)
SpawnLoop:
TE8D ABCD 1 A_JumpIfInTargetInventory("AirUltCancel",1,"Death")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
loop

Death:
TNT1 A 0
stop
}
}

Actor UndefeatableTornado
{
Translation "0:0=218:218","109:109=228:228"
PROJECTILE
+RIPPER
+DONTBLAST
Obituary "$OB_GOLDENAIRMAN7"
Damagetype "GoldenAirManUlt"
Damage (10)
Height 1
Radius 1
Scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_JumpIf(z-floorz>400,"Death")
TNT1 A 0 A_SpawnItemEx("GoldenAirmanSparkle",Random(60,90),0,Random(0,40),0,0,0,random(0,359))
TORG XYZ 1 A_JumpIfInTargetInventory("AirUltCancel",1,"End")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
TNT1 A 0 A_SpawnItemEx("UndefeatableTornado",0,0,40)
Holding:
TNT1 A 0 A_SpawnItemEx("GoldenAirmanSparkle",Random(60,90),0,Random(0,40),0,0,0,random(0,359))
TORG XYZ 1 A_JumpIfInTargetInventory("AirUltCancel",1,"End")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0, "Death")
loop

End:
TORG XYZXYZXYZX 1 A_SetScale(scalex-0.1)
Death:
TNT1 A 0
stop
}
}

Actor TerminatingOrbitingJunkAOE
{
+MISSILE
-SOLID
-DONTBLAST
+NOGRAVITY
+RIPPER
+SKYEXPLODE
+NOINTERACTION
+DONTSPLASH
+THRUGHOST
+THRUACTORS
+DONTREFLECT
species "AirmanWallType"
+THRUSPECIES
Radius 2
Height 2
Scale 2.5
PROJECTILE
Obituary "$OB_GOLDENAIRMAN7"
Damagetype "GoldenAirManUlt"
Damage (0)
States
{
Spawn:
TNT1 A 0
TNT1 A 2 A_Explode(30,300,0)
stop
}
}

Actor TerminatingOrbitingJunk
{
	PROJECTILE
	Obituary "$OB_GOLDENAIRMAN7"
	Scale 2.5
	Speed 10
	Height 0
	Radius 0
	+THRUGHOST
	+THRUACTORS
	+NOCLIP
	damage(40)
	ReactionTime 350
	var int user_ZCor;
	var int user_Rads;
	var int user_SMTH;
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		DUST C 0 A_SetUserVar("user_ZCor",random(-512,512))
		DUST C 0 A_SetUserVar("user_SMTH",random(0,360))
		DUST C 0 A_SetUserVar("user_Rads",256)
		MMFX BBCCDDEE 1
		MMFX B 0 A_Jump(256,"SpawnC1","SpawnC2","SpawnC3","SpawnC4","SpawnC5","SpawnC6","SpawnC7","SpawnC8","SpawnC9")
		
		SpawnC1:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU F 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway1")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping1")
		loop

		SpawnC2:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU G 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway2")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping2")
		loop
		
		SpawnC3:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU H 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway3")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping3")
		loop
		
		SpawnC4:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU I 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway4")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping4")
		loop
		
		SpawnC5:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU J 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway5")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping5")
		loop
		
		SpawnC6:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU K 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway6")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping6")
		loop
		
		SpawnC7:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU L 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway7")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping7")
		loop
		
		SpawnC8:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU M 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway8")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping8")
		loop
		
		SpawnC9:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU N 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway9")
		DUST C 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_SetUserVar("user_Rads",user_Rads-2)
		DUST C 0 A_Warp(AAPTR_TARGET,user_Rads*cos(user_SMTH),user_Rads*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		DUST C 0 A_JumpIfCloser(64,"Warping9")
		loop
		
		//--------------------- Vars Stuff
		VarAdds:
		DUST C 0 A_SetUserVar("user_SMTH",(360/36)+user_SMTH)
		DUST C 0 A_Jump(256,"Warping1","Warping2","Warping3","Warping4","Warping5","Warping6","Warping7","Warping8","Warping9")
		Goto Warping1
		//---------------------

		Warping1:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU H 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU H 0 A_CountDown
		JUCU H 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU F 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway1")
		Goto VarAdds

		Warping2:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU I 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU I 0 A_CountDown
		JUCU I 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU G 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway2")
		Goto VarAdds
		
		Warping3:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU J 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU J 0 A_CountDown
		JUCU J 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU H 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway3")
		Goto VarAdds
		
		Warping4:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU K 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU K 0 A_CountDown
		JUCU K 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU I 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway4")
		Goto VarAdds
		
		Warping5:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU L 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU L 0 A_CountDown
		JUCU L 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU J 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway5")
		Goto VarAdds
		
		Warping6:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU M 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU M 0 A_CountDown
		JUCU M 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU K 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway6")
		Goto VarAdds
		
		Warping7:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU N 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU N 0 A_CountDown
		JUCU N 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU L 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway7")
		Goto VarAdds
		
		Warping8:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU O 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU O 0 A_CountDown
		JUCU O 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU M 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway8")
		Goto VarAdds
		
		Warping9:
		TNT1 A 0 A_JumpIf(z-floorz<=0,"Death")
		JUCU P 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
		JUCU P 0 A_CountDown
		JUCU P 0 A_Warp(AAPTR_TARGET,64*cos(user_SMTH),64*sin(user_SMTH),user_ZCor,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		JUCU N 1 A_JumpIfInTargetInventory("OrbitFlag",1,"GoAway9")
		Goto VarAdds
		
		GoAway1:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway1",0,0,0)
		stop
		
		GoAway2:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway2",0,0,0)
		stop
		
		GoAway3:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway3",0,0,0)
		stop
		
		GoAway4:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway4",0,0,0)
		stop
		
		GoAway5:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway5",0,0,0)
		stop
		
		GoAway6:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway6",0,0,0)
		stop
		
		GoAway7:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway7",0,0,0)
		stop
		
		GoAway8:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway8",0,0,0)
		stop
		
		GoAway9:
		DUST C 0 A_FaceTarget
		DUST C 0 A_CustomMissile("TerminatingOrbitJunkAway9",0,0,0)
		stop
		
		Death:
		TNT1 A 0
		stop
	}
}

Actor TerminatingOrbitJunkAway1
{
	Obituary "$OB_GOLDENAIRMAN7"
	PROJECTILE
	Speed 40
	Radius 6
	Height 6
	Damage (40)
	damagetype "GoldenAirManUlt"
	Scale 2.5
	States {
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU F 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway2 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU G 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway3 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU H 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway4 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU I 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway5 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU J 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway6 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU K 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway7 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU L 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway8 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU M 1
		goto Spawn+3
	}
}

Actor TerminatingOrbitJunkAway9 : TerminatingOrbitJunkAway1
{
	States
	{
		Spawn:
		TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
		TNT1 A 0 A_ScaleVelocity(-1)
		JUCU N 1
		goto Spawn+3
	}
}

Actor GoldenAirmanIntroductionFX
{
+NOINTERACTION
height 1
radius 1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/goldenpower","SoundSlot6")
TNT1 A 0 A_PlaySoundEx("weapon/airtransform","Body")
TNT1 A 1 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",25,"Spawn2")
TNT1 A 1 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",25,"Spawn2")
TNT1 A 0 A_Quake(1,4,0,400)
TNT1 A 0 A_SpawnItemEx("GAMIntroFX",random(40,80),0,16,0,0,Random(1,3),Random(0,359))
TNT1 A 0 A_SpawnItemEx("GAMIntroFX2",random(40,80),0,16,0,0,Random(1,3),Random(0,359))
Goto Spawn+3
Spawn2:
TNT1 A 1 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",50,"Spawn3")
TNT1 A 1 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",50,"Spawn3")
TNT1 A 0 A_Quake(2,4,0,400)
TNT1 AA 0 A_SpawnItemEx("GAMIntroFX",random(40,80),0,16,0,0,Random(1,3),Random(0,359))
TNT1 AA 0 A_SpawnItemEx("GAMIntroFX2",random(40,80),0,16,0,0,Random(1,3),Random(0,359))
Goto Spawn2+1
Spawn3:
TNT1 A 1 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",75,"Spawn4")
TNT1 A 1 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_JumpIfInventory("CutterFlag",75,"Spawn4")
TNT1 A 0 A_Quake(3,4,0,400)
TNT1 AAA 0 A_SpawnItemEx("GAMIntroFX",random(40,80),0,16,0,0,Random(1,3),Random(0,359))
TNT1 AAA 0 A_SpawnItemEx("GAMIntroFX2",random(40,80),0,16,0,0,Random(1,3),Random(0,359))
Goto Spawn3+1
Spawn4:
TNT1 A 0 A_SpawnItemEx("GAMFlash",0,0,32)
TNT1 A 0 A_Quake(6,17,0,400)
TNT1 A 0 A_PlaySoundEx("weapon/airsaiyan","Body")
TNT1 A 17 A_PlaySound("Weapon/AirShooter",1,0.5)
stop
}
}

actor GAMIntroFX : BasicClientSide
{
scale 2.5
reactiontime 25
var int user_raise;
var int user_speed;
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetUserVar("user_raise",random(2,4))
TNT1 A 0 A_SetUserVar("user_speed",random(7,10))
TNT1 A 1
loopit:
GAM1 A 0 A_ChangeVelocity(user_speed,0,user_raise,CVF_RELATIVE|CVF_REPLACE)
GAM1 A 1 A_SetAngle(angle+16)
GAM1 B 0 A_ChangeVelocity(user_speed,0,user_raise,CVF_RELATIVE|CVF_REPLACE)
GAM1 B 1 A_SetAngle(angle+16)
GAM1 B 0 A_SetScale(scalex-0.1,scaley-0.1)
GAM1 B 0 A_Countdown
loop
Death:
GAM1 A 0 A_Stop
GAM1 ABAB 1 A_SetScale(scalex+0.5,scaley+0.5)
GAM1 ABAB 1 A_SetScale(scalex-0.5,scaley-0.5)
stop
}
}

actor GAMIntroFX2 : GAMIntroFX
{
renderstyle add
}

actor GAMIntroFX3 : GAMIntroFX2
{
States
{
Spawn:
TNT1 A 0
GAM1 ABABABABABABABABABABABAB 1 A_ScaleVelocity(0.85)
GAM1 ABAB 1 A_FadeOut(0.2)
stop
}
}

actor GAMFlash : BasicClientSide
{
scale 0.1
renderstyle add
reactiontime 25
States
{
Spawn:
TNT1 A 0
GAM1 C 1 A_FadeOut(0.04)
GAM1 C 0 A_SetScale(scalex+0.5,scaley+0.5)
GAM1 C 0 A_Countdown
loop
}
}

Actor GoldenAirmanCharge : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 56
+INVENTORY.IGNORESKILL
}
Actor GoldenAirmanCharge2 : GoldenAirmanCharge {}
Actor GoldenAirmanCharge3 : GoldenAirmanCharge {}

actor GAMWalkHandler : CustomInventory
{
States
{
Pickup:
TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("GAMDust",-60,0,0,random(3,5),0,0,random(-50,50),0,128)
stop
}
}

actor GAMDust : BasicClientSide
{
scale 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_ChangeFlag("FLOORHUGGER",1)
TE8D ABCD 1
stop
}
}
