Actor YellowDevil : TerminalArmorClass
{
Player.ScoreIcon "YELLMUGS"
player.startitem "BaseFlagPack", 1
PainSound "weapon/mm1pain"
player.displayname "YellowDevil"
player.soundclass "YellowDevilc"
player.morphweapon "DevilBusterBoss"
player.startitem "NoPushFlag"
player.viewheight 105
projectilepassheight 150
player.forwardmove 0.8,0.8
player.sidemove 0.78,0.78
player.jumpz 12
renderstyle translucent
alpha 0.0
States
{
Spawn:
PLAY A 0
YELL B 1 A_JumpIf(z-floorz>0,"Jumping")
Animation0:
YELL A 0 
YELL A 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+2
See:
YELL BBBBBBBBCCCCCCCC 1 A_JumpIf(z-floorz>0,"Jumping")
YELL C 0 A_Quake(2,7,0,400)
YELL C 0 A_PlaySound("misc/bigstomp","Auto",0.8)
YELL DDDDDDDDEEEEEEEE 1 A_JumpIf(z-floorz>0,"Jumping")
YELL E 0 A_Quake(2,7,0,400)
YELL E 0 A_PlaySound("misc/bigstomp","Auto",0.8)
Goto Spawn+1
Jumping:
YELL J 1 A_JumpIf(momz<=0,"Landing")
YELL J 0 A_JumpIf(z-floorz<=0,"Landed")
loop
Landing:
YELL K 1 A_JumpIf(z-floorz<=0,"Landed")
wait
Landed:
YELL LLLLMMMMLLLL 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+2

Animation1:
Missile:
YELL FFFFF 1 A_JumpIf(z-floorz>0,"JumpingMissile")
Goto Spawn+2
JumpingMissile:
YELL RRRRR 1 A_JumpIf(z-floorz<=0,"Missile")
Goto Jumping

Animation2:
DevilBusterFireA:
YELL AAAAA 1 A_JumpIf(z-floorz>0,"JumpingDevilBusterFireA")
Animation3:
DevilBusterFireB:
YELL IIIII 1 A_JumpIf(z-floorz>0,"JumpingDevilBusterFireB")
Goto Spawn+2
JumpingDevilBusterFireA:
YELL XXXXX 1 A_JumpIf(z-floorz<=0,"DevilBusterFireA")
JumpingDevilBusterFireB:
YELL SSSSS 1 A_JumpIf(z-floorz<=0,"DevilBusterFireB")
Goto Jumping

Animation4:
DevilRay:
YELL GGGGG 1 A_JumpIf(z-floorz>0,"JumpingDevilRay")
Goto Spawn+2
JumpingDevilRay:
YELL TTTTT 1 A_JumpIf(z-floorz<=0,"DevilRay")
Goto Jumping

Animation5:
YellowCubeA:
YELL NNNNN 1 A_JumpIf(z-floorz>0,"JumpingYellowCubeA")
Animation6:
YellowCubeB:
YELL OOOOO 1 A_JumpIf(z-floorz>0,"JumpingYellowCubeB")
Goto Spawn+2
JumpingYellowCubeA:
YELL PPPPP 1 A_JumpIf(z-floorz<=0,"YellowCubeA")
JumpingYellowCubeB:
YELL QQQQQ 1 A_JumpIf(z-floorz<=0,"YellowCubeB")
Goto Jumping

Animation7:
YellowDevilSphere:
YELL ZZZZZ 1
YELL Z 1 A_JumpIfInventory("IsUsingYDThirdFire",1,"YellowDevilSphere")
Goto Spawn+2

Animation8:
YellowDevilSphereShiftA:
YELL UUUUU 1
Goto Spawn+2

Animation9:
YellowDevilSphereShiftB:
YELL VVVVV 1
Goto Spawn+2

Animation10:
FlyingDevilRay:
YELL YYYYY 1
Goto Spawn+2

Animation11: FormShiftA:
YEL2 OOOOO 1
Animation12: FormShiftB:
YEL2 NNNNN 1
Animation13: FormShiftC:
YEL2 MMMMM 1
Animation14: FormShiftD:
YEL2 LLLLL 1
Animation15: FormShiftE:
YEL2 KKKKK 1
Animation16: FormShiftF:
YEL2 JJJJJ 1
Animation17: FormShiftG:
YEL2 IIIII 1
Animation18: FormShiftH:
YEL2 HHHHH 1
Animation19: FormShiftI:
YEL2 GGGGG 1
Goto Spawn+2

Animation20:
OrbShift:
YEL2 PPPPP 1
Goto Spawn+2

Animation21:
FlyingDevil:
YELL WWWWW 1
Goto Spawn+2

Animation99:
InvisibleYellowDevil:
TNT1 AAAAA 1
Goto Spawn+2

Animation22:
YEL2 UTSRQ 6
wait

ClassPain:
YELL HHHHHHHHHH 2 A_SpawnItem("PainFX",0,3)
Goto Spawn+1
WeaponGetM:
ClassDeath:
NOFX A 0 A_StopSound(CHAN_BODY)
NOFX A 0 A_SpawnItemEx("DeadYellowDevil",0,0,0,0,0,0,0,1)
NOFX A 20 ACS_ExecuteAlways(999,0,0)
NOFX A 1 A_CheckPlayerDone
wait
}
}

Actor YellowDevilWindSounder
{
+NOGRAVITY
+NOINTERACTION
Height 1
Radius 1
Scale 2.5
States
{
Spawn:
TNT1 AA 0
TNT1 A 1 A_JumpIfInTargetInventory("WeaponCharge",1,"Spawn2")
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
loop
Spawn2:
TNT1 A 0 A_TakeInventory("CutterFlag",99)
TNT1 A 0 A_PlaySoundEx("weapon/superboost","Weapon")
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*0)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*1)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*2)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*3)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*4)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*5)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*6)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*7)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*8)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*9)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*10)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*11)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*12)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*13)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*14)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*15)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*16)
TNT1 A 0 A_SpawnItemEx("TenguDust",-100,0,0,-8,0,0,20*17)
Spawn2B:
TNT1 A 0 A_JumpIfInTargetInventory("WeaponCharge",1,1)
Goto Death
TNT1 A 1
TNT1 A 0 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Death")
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 0 A_JumpIfInventory("CutterFlag",20,"Spawn2")
loop
Death:
TNT1 A 0
stop
}
}

actor YellowDevilPieceWarper : YellowDevilWindSounder
{
+MISSILE
Translation "192:192=216:216", "198:198=220:220"
obituary "$OB_YELLOWDEVIL4"
var int User_X_Ofs;
var int User_Y_Ofs;
var int User_Z_Ofs;
var int User_Deg;
const int NUM_1 = 24;
const int NUM_2 = 16;
const int NUM_3 = 32;
const int NUM_4 = 6;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
TNT1 A 0 A_SetUserVar("User_Deg",Random(0,359))
TNT1 A 0 A_SetUserVar("User_X_Ofs",(16*Random(3,6)))
TNT1 A 0 A_SetUserVar("User_Y_Ofs",480)
TNT1 A 0 A_SetUserVar("User_Z_Ofs",(16*Random(0,10)))
TNT1 AA 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Voice")
Spawn2:
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Y_Ofs",User_Y_Ofs-NUM_1) TNT1 A 0 A_JumpIf(User_Y_Ofs<=0,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
loop
Spawn3:
TNT1 A 0 A_GiveToTarget("WeaponCharge",1)
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_2) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",1,"Spawn4")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
Goto Spawn3+1
Spawn4:
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_SetUserVar("User_Z_Ofs",User_Z_Ofs-NUM_4) TNT1 A 0 A_JumpIf(User_Z_Ofs<=0,"Spawn5")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
Goto Spawn4+1
Spawn5:
TNT1 A 0 A_TakeFromTarget("WeaponCharge",1)
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 B 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 C 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 D 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 E 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
YEL2 F 1 A_Warp(AAPTR_TARGET,User_X_Ofs,User_Y_Ofs,User_Z_Ofs,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+NUM_3) TNT1 A 0 A_JumpIfInTargetInventory("MiniChunkState",2,"Death")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
Goto Spawn5+1
Death:
YEL2 BCDEF 1 A_SetScale(2.5,scaley-0.4)
stop
}
}

actor YellowDevilChunkSummonPickUp : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("YellowDevilPieceWarper")
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Item")
TNT1 A 0 A_GiveInventory("YellowDevilMiniChunkCounter",1)
stop
}
}

Actor DevilBusterBoss : VCBaseWeapon
{
weapon.ammotype "Base112Ammo"
weapon.ammotype2 "BaseAltfireAmmo"
Obituary "$OB_YELLOWDEVIL1"
const int BEAM_DEGREE = 3;
const int BEM_HGT_1 = 72;
States
{
Ready:
TNT1 A 0
TNT1 A 1
TNT1 A 0 SetPlayerProperty(0,1,3)
TNT1 A 0 SetPlayerProperty(0,1,4)
TNT1 A 0 ACS_ExecuteAlways(991,0,10879)
TNT1 A 0 A_SpawnItemEx("YellowDevilAltfireAmmoWatcher")
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_ChangeFlag("FLOORHUGGER",1)
TNT1 A 0 A_ChangeFlag("FLOORHUGGER",0)
TNT1 A 0 ACS_ExecuteAlways(191,0,APROP_JumpZ,0,1)
TNT1 A 0 A_ChangeFlag("INVULNERABLE",True)
TNT1 A 0 A_ChangeFlag("NOTELEFRAG",True)
TNT1 A 0 A_GiveInventory("InvProtection",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilWindSounder")
TNT1 A 0 A_PlaySoundEx("weapon/yellowdevilform","Body",1)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_GiveInventory("YellowDevilChunkSummonPickUp",1) TNT1 AAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 AAAAAAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",99)
TNT1 A 0 A_StopSound(CHAN_BODY)
TNT1 A 0 A_GiveInventory("MiniChunkState",1)
TNT1 A 0 A_PlaySoundEx("weapon/yellowdevilmix","Body")
TNT1 A 25
TNT1 A 0 A_GiveInventory("ShadowVisible")
TNT1 A 0 A_GunFlash("YellowDevilSpawn")
TNT1 A 0 A_GiveInventory("MiniChunkState",1)
TNT1 A 0 A_PlaySoundEx("weapon/yellowdevilshape","Auto")
TNT1 A 0 A_PlaySoundEx("weapon/yellowdevilshape2","Auto")
TNT1 A 0 A_SpawnItemEx("YDIntroFXStart")
YARM B 1 Offset(0,192)
YARM B 1 Offset(0,188)
YARM B 1 Offset(0,184)
YARM B 1 Offset(0,180)
YARM B 1 Offset(0,176)
YARM B 1 Offset(0,172)
YARM B 1 Offset(0,168)
YARM B 1 Offset(0,164)
YARM B 1 Offset(0,160)
YARM B 1 Offset(0,156)
YARM B 1 Offset(0,152)
YARM B 1 Offset(0,148)
YARM B 1 Offset(0,144)
YARM B 1 Offset(0,140)
YARM B 1 Offset(0,136)
YARM B 1 Offset(0,132)
YARM B 1 Offset(0,128)
YARM B 1 Offset(0,124)
YARM B 1 Offset(0,120)
YARM B 1 Offset(0,116)
YARM B 1 Offset(0,112)
YARM B 1 Offset(0,108)
YARM B 1 Offset(0,104)
YARM B 1 Offset(0,100)
YARM B 1 Offset(0,96)
YARM B 1 Offset(0,92)
YARM B 1 Offset(0,88)
YARM B 1 Offset(0,84)
YARM B 1 Offset(0,80)
YARM B 1 Offset(0,76)
YARM B 1 Offset(0,72)
YARM B 1 Offset(0,68)
YARM B 1 Offset(0,64)
YARM B 1 Offset(0,60)
YARM B 1 Offset(0,56) A_SpawnItemEx("YDShine",1,0,107)
YARM B 1 Offset(0,52)
YARM B 1 Offset(0,48)
YARM B 1 Offset(0,44)
YARM B 1 Offset(0,40)
YARM B 1 Offset(0,36)
YARM B 0 A_WeaponReady(WRF_NOFIRE)
TNT1 A 0 ACS_ExecuteAlways(191,0,APROP_JumpZ,12,1)
TNT1 A 0 SetPlayerProperty(0,0,3)
TNT1 A 0 SetPlayerProperty(0,0,4)
YARM B 0 A_GiveInventory("GravityRestore",1)
YARM A 35 SetPlayerProperty(0,0,0)
TNT1 A 0 A_TakeInventory("NoPushFlag")
TNT1 A 0 A_ChangeFlag("INVULNERABLE",False)
TNT1 A 0 A_ChangeFlag("NOTELEFRAG",False)
TNT1 A 0 A_TakeInventory("InvProtection",1)
Goto Ready2

Ready2:
YARM A 0 A_JumpIfInventory("RecompositionAttackCoolDown",1,"Ready.NoTF")
YARM A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",3,21)) YARM A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack") YARM A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",3)==3,"User1")
YARM A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",3,21)) YARM A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack") YARM A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",3)==3,"User1")
Goto Ready2
Ready.NoTF:
YARM A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",3,21)) YARM A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
YARM A 1 A_WeaponReady(WRF_NOSECONDARY*CallACS("VC_AmmoCheck",3,21)) YARM A 0 A_JumpIfInventory("UltAttackFlag",1,"UltimateAttack")
Goto Ready2

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

Fire:
YARM BB 1 Offset(12,50)ACS_NamedExecuteWithResult("VC_SetState",1)
FireHold:
TOAD A 0 A_GiveInventory("ToadChargeDamageGive")
YARM B 1 Offset(24,68)A_GiveInventory("Base112Ammo",2)
YARM B 0 ACS_NamedExecuteWithResult("VC_SetState",1)
YARM B 0 A_JumpIfInventory("Base112Ammo",112,"FireHoldCharged")
YARM B 1 A_Refire("FireHold")
Goto DevilBuster
FireHoldCharged:
YARM B 1 Offset(24,68)A_GiveInventory("DevilBusterCharged",1)
YARM B 0 ACS_NamedExecuteWithResult("VC_SetState",1)
YARM B 1 A_Refire("FireHoldCharged")
Goto DevilRay
DevilBuster:
TOAD A 0 A_GiveInventory("ToadChargeDamageTake")
YARM B 0 A_JumpIfInventory("Base112Ammo",112,"DevilRay")
YARM B 0 A_TakeInventory("Base112Ammo",12) 
YARM B 0 A_PlaySoundEx("misc/devilfire","Weapon")
YARM B 0 A_FireCustomMissile("DevilBusterShot",0,0,0,72)
YARM B 1 Offset(24,70)ACS_NamedExecuteWithResult("VC_SetState",2)
YARM B 1 Offset(24,74)ACS_NamedExecuteWithResult("VC_SetState",2)
YARM B 1 Offset(24,78)ACS_NamedExecuteWithResult("VC_SetState",2)
YARM B 1 Offset(24,78)ACS_NamedExecuteWithResult("VC_SetState",3)
YARM B 1 Offset(24,74)ACS_NamedExecuteWithResult("VC_SetState",3)
YARM B 1 Offset(24,70)ACS_NamedExecuteWithResult("VC_SetState",3)
YARM B 0 A_JumpIfInventory("Base112Ammo",12,"DevilBuster")
YARM B 0 A_TakeInventory("Base112Ammo",112) 
Goto EndMain
DevilRay:
YARM B 0 A_GunFlash("DevilRayFire")
YARM B 0 A_TakeInventory("CutterFlag",999)
YARM B 0 A_PlaySoundEx("weapon/lshot","Weapon")
DevilRayHold:
YARM B 1 Offset(24,70)A_GiveInventory("CutterFlag",1) YARM A 0 A_JumpIfInventory("CutterFlag",35,"EndMain") YARM B 0 ACS_NamedExecuteWithResult("VC_SetState",4) YARM B 0 A_TakeInventory("Base112Ammo",4)
YARM B 1 Offset(24,74)A_GiveInventory("CutterFlag",1) YARM A 0 A_JumpIfInventory("CutterFlag",35,"EndMain") YARM B 0 ACS_NamedExecuteWithResult("VC_SetState",4) YARM B 0 A_TakeInventory("Base112Ammo",4)
loop
EndMain:
YARM B 2 Offset(24,68)
YARM B 2 Offset(12,50) A_ClearRefire
YARM B 0 A_TakeInventory("CutterFlag",999)
YARM B 0 A_TakeInventory("DevilBusterCharged",1)
Goto Ready2

Altfire:
YARM H 1 Offset(8,26)ACS_NamedExecuteWithResult("VC_SetState",5)
YARM H 1 Offset(20,16)ACS_NamedExecuteWithResult("VC_SetState",5)
YARM H 1 Offset(28,8)ACS_NamedExecuteWithResult("VC_SetState",5)
YARM H 0 A_TakeInventory("BaseAltfireAmmo",21)
YARM H 0 A_PlaySoundEx("wep/YD_Toss","weapon")
YARM H 0 A_FireCustomMissile("YellowDevilCube",0,0,12,72)
YARM GGG 1 Offset(40,0)ACS_NamedExecuteWithResult("VC_SetState",6)
YARM G 1 Offset(36,4)ACS_NamedExecuteWithResult("VC_SetState",6)
YARM G 1 Offset(32,8)ACS_NamedExecuteWithResult("VC_SetState",6)
YARM A 2 Offset(-8,36)
YARM A 2 Offset(-6,35)
YARM A 1 Offset(-4,34)
YARM A 1 Offset(-4,33)
YARM A 1 Offset(-2,32)A_TakeInventory("VCOnce",1)
Goto Ready2

User1:
YARM B 0 A_SetGravity(0.0)
YARM B 0 A_ChangeFlag("SOLID",False)
YARM B 0 A_ChangeFlag("INVULNERABLE",True)
YARM B 0 A_TakeInventory("CutterFlag",999)
YARM B 0 A_GiveInventory("InvProtection",1)
YARM BBB 0 A_GiveInventory("IsUsingYDThirdFire",1)
TNT1 A 0 A_PlaySoundEx("weapon/yellowdevilshape","Auto")
TNT1 A 0 SetPlayerProperty(0,1,0)
YARM B 1 Offset(0,37)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19) YARM B 1 Offset(0,42)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19)
YARM B 1 Offset(0,47)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18) YARM B 1 Offset(0,52)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18)
YARM B 1 Offset(0,57)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17) YARM B 1 Offset(0,62)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17)
YARM B 1 Offset(0,67)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16) YARM B 1 Offset(0,72)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16)
YARM B 1 Offset(0,77)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15) YARM B 1 Offset(0,82)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15)
YARM B 1 Offset(0,87)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14) YARM B 1 Offset(0,92)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14)
YARM B 1 Offset(0,97)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",13) YARM B 1 Offset(0,102)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",13)
YARM B 1 Offset(0,107)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",12) YARM B 1 Offset(0,112)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",12)
YARM B 1 Offset(0,117)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11) YARM B 1 Offset(0,122)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11)
YARM B 1 Offset(0,127)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11) YARM B 1 Offset(0,132)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
YARM B 0 A_PlaySoundEx("weapon/PirateBubble","Auto")
YARM B 0 A_TakeInventory("YellowDevilChunkCounter",8)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper1",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper2",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper5",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper6",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper7",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
YARM B 0 A_SpawnItemEx("YellowDevilChunkWarper8",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
RecompositionAttack:
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Body")
TNT1 A 0 A_GiveInventory("YellowDevilChunkCounter",1)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunk",0,0,96,cos(pitch)*50,0,-sin(pitch)*50,0,SXF_TRANSFERTRANSLATION|SXF_TRANSFERPITCH)
Goto RecompositionAttackFinal

RecompositionAttackFinal:
TNT1 A 0 SetPlayerProperty(0,1,4)
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Auto")
TNT1 A 1 A_ChangeVelocity(cos(pitch)*50,0,-sin(pitch)*50,CVF_RELATIVE|CVF_REPLACE) TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_GiveInventory("CutterFlag",1) TNT1 A 0 A_SpawnItemEx("YellowDevilChunkDamager",0,0,8)
RecompositionAttackFinalHold:
TNT1 A 0 A_GiveInventory("CutterFlag",1)
TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_SpawnItemEx("YellowDevilChunkDamager",0,0,96)
TNT1 A 0 A_JumpIfInventory("CutterFlag",35,"RecompositionAttackEnd")
TNT1 A 1 A_GiveInventory("RecompositionAttackMovementPickUp",1)
loop
RecompositionAttackEnd:
TNT1 A 0 A_TakeInventory("CutterFlag",999) TNT1 A 0 SetPlayerProperty(0,0,4)
RecompositionAttackEndHold:
TNT1 A 1 A_Stop
TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",35,"RecompositionAttackEnd2")
loop
RecompositionAttackEnd2:
TNT1 A 0 A_TakeInventory("CutterFlag",999) TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Auto")
RecompositionAttackEnd2Hold:
TNT1 A 1 A_Stop
TNT1 A 0 A_GiveInventory("CutterFlag",1)
TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 0 A_GiveInventory("BaseCustomFlag2",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",105,"EndTF")
TNT1 A 0 A_JumpIfInventory("YellowDevilChunkCounter",1,"RecompositionAttackEnd2Hold")
EndTF:
YARM B 0 A_GiveInventory("RecompositionFinish",1)
YARM B 0 A_PlaySoundEx("weapon/yellowdevilshape","Auto")
YARM BBB 0 A_TakeInventory("IsUsingYDThirdFire",1)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20)
YARM B 1 Offset(0,132)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11) YARM B 1 Offset(0,127)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11)
YARM B 1 Offset(0,122)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11) YARM B 1 Offset(0,117)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11)
YARM B 1 Offset(0,112)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",12) YARM B 1 Offset(0,107)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",12)
YARM B 1 Offset(0,102)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",13) YARM B 1 Offset(0,97)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",13)
YARM B 1 Offset(0,92)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14) YARM B 1 Offset(0,87)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14)
YARM B 1 Offset(0,82)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15) YARM B 1 Offset(0,77)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15)
YARM B 1 Offset(0,72)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16) YARM B 1 Offset(0,67)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16)
YARM B 1 Offset(0,62)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17) YARM B 1 Offset(0,57)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17)
YARM B 1 Offset(0,52)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18) YARM B 1 Offset(0,47)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18)
YARM B 1 Offset(0,42)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19) YARM B 1 Offset(0,37)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19)
YARM B 0 A_TakeInventory("VCOnce",1)
YARM B 0 A_SpawnItemEx("Resolidifier")
YARM B 0 A_TakeInventory("CutterFlag",999)
YARM B 0 A_ChangeFlag("INVULNERABLE",False)
YARM B 0 A_TakeInventory("InvProtection",1)
YARM B 0 A_GiveInventory("GravityRestore",1)
YARM B 0 A_TakeInventory("BaseCustomFlag2",1)
YARM B 0 A_TakeInventory("RecompositionFinish",1)
YARM BBB 0 A_TakeInventory("IsUsingYDThirdFire",1)
YARM B 0 A_PlaySoundEx("weapon/PirateBubble","Auto")
YARM B 0 A_TakeInventory("YellowDevilChunkCounter",9)
YARM B 0 A_GiveInventory("RecompositionAttackCoolDown",280)
YARM B 0 A_SpawnItemEx("RecompositionAttackCoolDownWatcher")
TNT1 A 0 SetPlayerProperty(0,0,0)
YARM B 1 ACS_NamedExecuteWithResult("VC_SetState",0)
Goto Ready2

UltimateAttack:
YARM B 0 ACS_NamedExecuteAlways("VC_UltimateText",0,134) YARM B 0 A_PlaySoundEx("classes/ultimateactivation","Auto")
YARM B 0 A_GiveInventory("PowerUltBuildCooldown",1)
YARM B 0 A_ChangeFlag("INVULNERABLE",True) YARM B 0 A_GiveInventory("InvProtection",1)
YARM B 0 A_SpawnItemEx("TerminatorUltimateAlarm")
YARM B 0 SetPlayerProperty(0,1,0) YARM B 0 SetPlayerProperty(0,1,3)
TNT1 A 0 A_PlaySoundEx("weapon/yellowdevilshape","Auto")
YARM B 1 Offset(0,37)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19) YARM B 1 Offset(0,42)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19)
YARM B 1 Offset(0,47)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19) YARM B 1 Offset(0,52)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19)
YARM B 1 Offset(0,57)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18) YARM B 1 Offset(0,62)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18)
YARM B 1 Offset(0,67)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18) YARM B 1 Offset(0,72)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18)
YARM B 1 Offset(0,77)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17) YARM B 1 Offset(0,82)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17)
YARM B 1 Offset(0,87)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17) YARM B 1 Offset(0,92)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17)
YARM B 1 Offset(0,97)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16) YARM B 1 Offset(0,102)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16)
YARM B 1 Offset(0,107)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16) YARM B 1 Offset(0,112)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16)
YARM B 1 Offset(0,117)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15) YARM B 1 Offset(0,122)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15)
YARM B 1 Offset(0,127)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15) YARM B 1 Offset(0,132)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",13)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",12)
TNT1 AAAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",11)
TNT1 A 0 A_PlaySoundEx("weapon/pcharge","SoundSlot5")
TNT1 A 30 ACS_NamedExecuteWithResult("VC_SetState",22)
TNT1 AAAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",20)
TNT1 AAAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",8)
TNT1 AAAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",9)
TNT1 AAAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",21)
TNT1 A 0 SetPlayerProperty(0,0,0)
TNT1 A 0 A_SpawnItemEx("YellowDevilUltWatcher")
UltReady:
TNT1 A 0 A_JumpIfInventory("TerminationUltimateAmmo",1,1)
Goto UltEnd
TNT1 A 1 ACS_NamedExecuteWithResult("VC_SetState",21)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",4)==3,"UltMainFire")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("VC_CheckBtn",4)==5,"UltAltFire")
loop
UltMainFire:
TNT1 A 0 A_PlaySoundEx("misc/minilaser","weapon")
TNT1 A 0 A_JumpIfInventory("BaseCustomFlag1",1,"UltMainFire2")
TNT1 A 0 A_GunFlash("FlyingDevilRayFireUp")
TNT1 A 0 A_GiveInventory("BaseCustomFlag1",1)
Goto UltCoolDown
UltMainFire2:
TNT1 A 0 A_GunFlash("FlyingDevilRayFireDown")
TNT1 A 0 A_TakeInventory("BaseCustomFlag1",1)
Goto UltCoolDown
UltAltFire:
TNT1 A 0 A_PlaySoundEx("misc/minilaser","weapon")
TNT1 A 0 A_JumpIfInventory("BaseCustomFlag1",1,"UltAltFire2")
TNT1 A 0 A_GunFlash("FlyingDevilRayFireRight")
TNT1 A 0 A_GiveInventory("BaseCustomFlag1",1)
Goto UltCoolDown
UltAltFire2:
TNT1 A 0 A_GunFlash("FlyingDevilRayFireLeft")
TNT1 A 0 A_TakeInventory("BaseCustomFlag1",1)
Goto UltCoolDown
UltCoolDown:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 ACS_NamedExecuteWithResult("VC_SetState",10)
Goto UltReady
UltEnd:
TNT1 A 0 A_PlaySoundEx("weapon/yellowdevilshape","Auto")
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",9) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",9)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",9) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",9)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",8) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",8)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",8) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",8)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",7)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20)
TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20) TNT1 A 1 Offset(0,137)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",20)
YARM B 1 Offset(0,132)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11) YARM B 1 Offset(0,127)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11)
YARM B 1 Offset(0,122)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11) YARM B 1 Offset(0,117)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",11)
YARM B 1 Offset(0,112)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",12) YARM B 1 Offset(0,107)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",12)
YARM B 1 Offset(0,102)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",13) YARM B 1 Offset(0,97)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",13)
YARM B 1 Offset(0,92)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14) YARM B 1 Offset(0,87)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",14)
YARM B 1 Offset(0,82)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15) YARM B 1 Offset(0,77)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",15)
YARM B 1 Offset(0,72)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16) YARM B 1 Offset(0,67)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",16)
YARM B 1 Offset(0,62)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17) YARM B 1 Offset(0,57)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",17)
YARM B 1 Offset(0,52)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18) YARM B 1 Offset(0,47)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",18)
YARM B 1 Offset(0,42)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19) YARM B 1 Offset(0,37)A_Stop TNT1 A 0 ACS_NamedExecuteWithResult("VC_SetState",19)
YARM A 0 A_TakeInventory("PowerUltBuildCooldown",1) YARM A 0 SetPlayerProperty(0,0,3)
YARM A 0 A_TakeInventory("InvProtection",1) YARM A 0 A_ChangeFlag("INVULNERABLE",False)
YARM B 0 A_TakeInventory("UltAttackFlag",1)
YARM B 1 ACS_NamedExecuteWithResult("VC_SetState",0)
Goto Ready2

//Flash states
YellowDevilSpawn:
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",11)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",12)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",13)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",14)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",15)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",16)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",17)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",18)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",19)
TNT1 AAAA 1 ACS_NamedExecuteWithResult("VC_SetState",0)
stop

DevilRayFire:
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -17)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -17))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -16)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -16))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -15)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -15))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -14)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -14))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -13)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -13))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -12)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -12))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -11)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -11))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -10)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -10))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -9)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -9))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -8)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -8))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -7)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -7))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -6)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -6))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -5)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -5))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -4)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -4))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -3)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -3))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -2)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -2))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -1)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -1))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   0)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   0))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   1)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   1))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   2)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   2))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   3)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   3))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   4)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   4))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   5)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   5))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   6)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   6))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   7)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   7))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   8)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   8))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   9)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   9))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  10)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  10))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  11)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  11))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  12)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  12))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  13)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  13))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  14)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  14))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  15)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  15))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  16)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  16))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  17)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFX2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  17))
stop

FlyingDevilRayFireUp:
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -17)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -17))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -16)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -16))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -15)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -15))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -14)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -14))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -13)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -13))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -12)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -12))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -11)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -11))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -10)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -10))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -9)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -9))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -8)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -8))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -7)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -7))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -6)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -6))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -5)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -5))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -4)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -4))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -3)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -3))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -2)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -2))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -1)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -1))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   0)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   0))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   1)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   1))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   2)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   2))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   3)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   3))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   4)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   4))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   5)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   5))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   6)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   6))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   7)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   7))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   8)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   8))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   9)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   9))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  10)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  10))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  11)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  11))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  12)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  12))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  13)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  13))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  14)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  14))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  15)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  15))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  16)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  16))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  17)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  17))
stop

FlyingDevilRayFireDown:
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  17)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  17))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  16)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  16))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  15)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  15))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  14)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  14))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  13)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  13))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  12)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  12))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  11)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  11))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  10)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  10))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   9)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   9))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   8)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   8))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   7)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   7))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   6)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   6))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   5)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   5))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   4)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   4))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   3)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   3))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   2)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   2))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   1)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   1))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   0)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *   0))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -1)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -1))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -2)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -2))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -3)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -3))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -4)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -4))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -5)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -5))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -6)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -6))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -7)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -7))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -8)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -8))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -9)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE *  -9))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -10)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -10))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -11)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -11))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -12)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -12))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -13)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -13))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -14)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -14))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -15)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -15))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -16)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", 0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -16))
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -17)) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",0,0,0,BEM_HGT_1,0,(BEAM_DEGREE * -17))
stop

FlyingDevilRayFireRight:
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  17),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  17),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  16),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  16),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  15),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  15),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  14),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  14),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  13),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  13),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  12),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  12),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  11),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  11),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  10),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  10),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   9),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   9),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   8),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   8),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   7),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   7),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   6),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   6),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   5),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   5),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   4),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   4),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   3),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   3),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   2),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   2),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   1),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   1),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   0),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   0),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -1),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -1),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -2),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -2),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -3),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -3),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -4),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -4),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -5),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -5),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -6),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -6),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -7),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -7),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -8),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -8),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -9),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -9),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -10),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -10),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -11),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -11),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -12),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -12),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -13),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -13),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -14),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -14),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -15),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -15),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -16),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -16),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -17),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -17),0,0,BEM_HGT_1)
stop

FlyingDevilRayFireLeft:
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -17),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -17),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -16),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -16),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -15),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -15),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -14),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -14),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -13),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -13),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -12),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE * -12),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -11),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -11),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE * -10),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE * -10),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -9),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -9),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -8),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -8),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -7),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -7),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -6),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -6),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -5),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -5),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -4),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -4),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -3),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -3),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -2),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  -2),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  -1),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  -1),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   0),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   0),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   1),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   1),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   2),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   2),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   3),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   3),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   4),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   4),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   5),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   5),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   6),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   6),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   7),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   7),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   8),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *   8),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *   9),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *   9),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  10),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  10),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  11),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  11),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  12),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  12),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  13),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  13),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  14),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  14),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  15),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  15),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  16),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB", (BEAM_DEGREE *  16),0,0,BEM_HGT_1)
TNT1 A 1 A_FireCustomMissile("DevilRayBeam2",(BEAM_DEGREE *  17),0,0,BEM_HGT_1) TNT1 A 0 A_FireCustomMissile("DevilRayBeamFXB2",(BEAM_DEGREE *  17),0,0,BEM_HGT_1)
stop
}
}

Actor DevilBusterShot
{
Translation "198:198=160:160"
PROJECTILE
Damagetype "YellowDevil"
Obituary "$OB_YELLOWDEVIL1"
Damage (14)
speed 55
Radius 24
Height 24
scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
TNT1 A 1
YARM O 1
wait
}
}

Actor DevilRayBeam : FastProjectile
{
PROJECTILE
+DONTBLAST
damagetype "YellowDevilStrong"
Obituary "$OB_YELLOWDEVIL2"
damage (10)
speed 300
Radius 16
Height 16
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 1
stop
Death:
TNT1 A 0 A_Explode(10,80,0,0,40)
TNT1 A 5 A_Quake(2,5,0,100,0)
stop
}
}

Actor DevilRayProtect : PowerProtection
{
powerup.duration 1
damagefactor "YellowDevilStrong", 0.0
}

Actor DevilRayBeam2 : DevilRayBeam
{
damagetype "YellowDevilUlt"
Obituary "$OB_YELLOWDEVIL5"
damage (50)
States
{
Spawn:
TNT1 A 0
TNT1 AAAA 1
stop
Death:
TNT1 A 0 A_Explode(50,100,0,0,100)
TNT1 A 10 A_Quake(4,10,0,100,0)
stop
}
}

Actor DevilRayBeamFX
{
PROJECTILE
+PAINLESS
+DONTBLAST
+DONTREFLECT
+CLIENTSIDEONLY
+FORCEYBILLBOARD 
damage (0)
Radius 12
Height 16
speed 8
scale 2.5
states
{
Spawn:
TNT1 AA 0// A_GiveInventory("ProjectileFXCode")
TNT1 A 0
TNT1 A 0 A_JumpIfCloser(1200,"Appear")
Goto End

Appear:
TNT1 A 0 A_SetPitch(pitch+4)
TNT1 A 0 A_JumpIf(pitch>100 && pitch <3000,"Appear2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrail",0,0,0,0,0,0,0,1)
TNT1 A 0 A_JumpIf(pitch>3000,"Death2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFX",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop

Appear2:
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrailNoScript",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFX",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop


Death:
XDeath:
Death2:
TNT1 A 0 A_SpawnItemEx("ExplosionEffect1")
TNT1 A 2 A_PlaySound("weapon/crackerexplode")
stop

End:
TNT1 A 0
stop
}
}

Actor DevilRayBeamFX2 : DevilRayBeamFX
{
states
{
Appear:
TNT1 A 0 A_SetPitch(pitch+4)
TNT1 A 0 A_JumpIf(pitch>100 && pitch <3000,"Appear2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrail2",0,0,0,0,0,0,0,1)
TNT1 A 0 A_JumpIf(pitch>3000,"Death2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFX2",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop

Appear2:
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrail2NoScript",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFX2",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop

}
}

Actor DevilRayBeamFXB: DevilRayBeamFX
{
states
{
Appear:
TNT1 A 0 A_SetPitch(pitch+4)
TNT1 A 0 A_JumpIf(pitch>100 && pitch <3000,"Appear2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrail",0,0,0,0,0,0,0,1)
TNT1 A 0 A_JumpIf(pitch>3000,"Death2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFXB",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop

Appear2:
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrailNoScript",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFXB",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop

Death:
XDeath:
Death2:
TNT1 AAA 0 A_SpawnItemEx("TankDigRocks",0,0,16,Random(0,10),0,Random(5,10),Random(0,360))
TNT1 A 0 A_SpawnItemEx("FlyingDevilRayExplosionFX")
TNT1 A 2 A_PlaySound("weapon/napalm")
stop
}
}

Actor DevilRayBeamFXB2 : DevilRayBeamFXB
{
states
{
Appear:
TNT1 AA 0 //A_GiveInventory("ProjectileFXCode")
TNT1 A 0 A_SetPitch(pitch+4)
TNT1 A 0 A_JumpIf(pitch>100 && pitch <3000,"Appear2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrail2",0,0,0,0,0,0,0,1)
TNT1 A 0 A_JumpIf(pitch>3000,"Death2")
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFXB2",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop

Appear2:
TNT1 A 0 A_SpawnItemEx("DevilRayBeamTrail2NoScript",0,0,0,0,0,0,0,1)
TNT1 A 0 A_SpawnItemEx("DevilRayBeamFXB2",0,0,0,momx,momy,momz,0,553)
TNT1 A 1 A_Stop
stop
}
}

Actor DevilRayBeamTrail : BaseDecorativeActor
{
Translation "192:192=176:176","198:198=4:4"
renderstyle "translucent"
scale 2.5
States
{
Spawn:
TNT1 AA 0 //A_GiveInventory("ProjectileFXCode")
TNT1 A 0
TNT1 A 0 //A_JumpIfCloser(64,"Death")
TNT1 A 1 A_Jump(256,"Appear")// A_JumpIfCloser(1200,"Appear")
wait
//stop

Appear:
YARM M 0 ACS_NamedExecuteWithResult("core_alphaprojectile", CallACS("core_getptrtid", AAPTR_TARGET), APROJ_TEAM, 6553, 320)
YARM M 1
stop

Death:
TNT1 A 0
stop
}
}

Actor DevilRayBeamTrailNoScript : DevilRayBeamTrail
{
	States
	{
	Appear:
	YARM M 1
	stop
	}
}

Actor DevilRayBeamTrail2 : DevilRayBeamTrail
{
States
{
Spawn:
TNT1 AA 0 ACS_NamedExecuteWithResult("core_alphaprojectile", CallACS("core_getptrtid", AAPTR_TARGET), APROJ_TEAM, 6553, 320)
YARM N 1 //A_JumpIfCloser(64,"Death")
stop
}
}

Actor DevilRayBeamTrail2NoScript : DevilRayBeamTrail
{
States
{
Spawn:
TNT1 AA 0
YARM N 1 //A_JumpIfCloser(64,"Death")
stop
}
}

actor FlyingDevilRayExplosionFX
{
PROJECTILE
+NOINTERACTION
damagetype "YellowDevilUlt"
Obituary "$OB_YELLOWDEVIL5"
Damage (0)
Radius 16
Height 16
scale 1.0
States
{
Spawn:
RDUS ABCDEFJKLMNO 1
stop
}
}

actor YellowDevilAltfireAmmoWatcher
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
States
{
Spawn:
TNT1 AA 0
TNT1 A 1 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_JumpIfInTargetInventory("VCOnce",1,"NoAmmo")
TNT1 A 1 A_JumpIfInTargetInventory("IsDead",1,"Death") TNT1 A 0 A_JumpIfInTargetInventory("VCOnce",1,"NoAmmo")
TNT1 A 0 A_GiveToTarget("BaseAltFireAmmo",1)
loop
NoAmmo:
TNT1 A 1
TNT1 A 0 A_JumpIfInTargetInventory("VCOnce",1,"NoAmmo")
Goto Spawn
Death:
TNT1 A 0
stop
}
}

Actor YellowDevilCube
{
Translation "192:192=216:216", "198:198=220:220"
PROJECTILE
Damagetype "YellowDevil"
Obituary "$OB_YELLOWDEVIL3"
BounceSound "wep/YD_Sploosh"
+BOUNCEONWALLS
+BOUNCEONFLOORS
+CANBOUNCEWATER
+BOUNCEONCEILINGS
bouncefactor 1.0
wallbouncefactor 1.0
Damage (30)
Radius 20
Height 20
speed 40
Scale 2.5
reactiontime 280
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
Spawn2:
YARM IIJJKKLL 1 A_Countdown
loop
Death:
TNT1 AAAAAAAA 0 A_SpawnItemEx("YellowDevilCubeFX",Random(-32,32),0,Random(16,48),Random(5,10),0,Random(5,10),Random(0,359),SXF_TRANSFERTRANSLATION)
TNT1 A 2 A_PlaySoundEx("weapon/WaterShieldBreak","SoundSlot6")
stop
}
}

actor YellowDevilCubeFX
{
+MISSILE
-SOLID
-NOGRAVITY
+THRUACTORS
+CLIENTSIDEONLY
+DONTBLAST
scale 1.0
states
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
Spawn2:
YARM I 1
TNT1 A 1
YARM J 1
TNT1 A 1
YARM K 1
TNT1 A 1
YARM L 1
TNT1 A 1
loop
}
}

actor YellowDevilChunkWarper1
{
Height 8
Radius 6
scale 2.5
+NOCLIP
-SOLID
+NOGRAVITY
+NOINTERACTION
+CLIENTSIDEONLY
+DONTREFLECT
+MISSILE
var int User_Ofs;
var int User_Deg;
const int X_INC = 24;
const int DEG_INC = 8;
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",0)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",1,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",1,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
Finish:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs-X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs-X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs-X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs-X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs-X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs-X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
End:
TNT1 A 0
stop
}
}

Actor YellowDevilChunkWarper2 : YellowDevilChunkWarper1
{
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",45)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",2,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",2,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
}
}

Actor YellowDevilChunkWarper3 : YellowDevilChunkWarper1
{
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",90)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",3,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",3,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
}
}

Actor YellowDevilChunkWarper4 : YellowDevilChunkWarper1
{
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",135)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",4,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",4,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
}
}

Actor YellowDevilChunkWarper5 : YellowDevilChunkWarper1
{
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",180)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",5,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",5,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
}
}

Actor YellowDevilChunkWarper6 : YellowDevilChunkWarper1
{
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",225)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",6,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",6,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
}
}

Actor YellowDevilChunkWarper7 : YellowDevilChunkWarper1
{
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",270)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",7,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",7,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
}
}

Actor YellowDevilChunkWarper8 : YellowDevilChunkWarper1
{
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_SetUserVar("User_Ofs",0)
TNT1 A 0 A_SetUserVar("User_Deg",315)
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10) TNT1 A 0 A_SetUserVar("User_Ofs",User_Ofs+X_INC)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Spawn2:
YELL Z 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Finish")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",8,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Spawn3:
TNT1 A 1 A_Warp(AAPTR_TARGET,User_Ofs,0,0,User_Deg,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)  YEL2 B 0 A_Explode(2,10,0,0,10)
TNT1 A 0 A_SetUserVar("User_Deg",User_Deg+DEG_INC)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"End")
TNT1 A 0 A_JumpIfInTargetInventory("YellowDevilChunkCounter",8,"Spawn3")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
Goto Spawn2
}
}

actor YellowDevilChunk
{
PROJECTILE
+SKYEXPLODE
+RIPPER
+HEXENBOUNCE
+DONTREFLECT
+CANBOUNCEWATER
BounceFactor 1.0
BounceCount 99
BounceSound "misc/quake"
damage (0)
Radius 16
Height 16
scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
Spawn2:
TNT1 A 0 A_spawnItemEx("YellowDevilChunkDamager",0,0,32)
YEL2 A 1 A_JumpIfInTargetInventory("BaseCustomFlag2",1,"XDeath")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"End")
loop
Death:
TNT1 A 0 A_SpawnItemEx("ReturningYellowDevilChunk",0,0,0,0,0,0,0,1)
End:
TNT1 A 0
stop
}
}

actor ReturningYellowDevilChunk : YellowDevilChunk
{
+MISSILE
+NOCLIP
+NOGRAVITY
+DONTBLAST
+NOINTERACTION
+SEEKERMISSILE
speed 50
reactiontime 350
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
TNT1 A 0 A_RearrangePointers(0,0,2)
loopit:
TNT1 AAAA 0 A_SeekerMissile(90,90,SMF_PRECISE,256)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_JumpIfCloser(64,"End")
YELL Z 1 A_SpawnItemEx("YellowDevilChunkDamager",0,0,32)
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionFinish",1,"Death")
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
loop
End:
TNT1 A 0 A_PlaySoundEx("weapon/PirateBubble","Auto")
TNT1 A 1 A_TakeFromTarget("YellowDevilChunkCounter",1)
Death:
TNT1 A 1
stop
}
}

Actor YellowDevilChunkDamager
{
species "DustManType"
+THRUSPECIES
Obituary "$OB_YELLOWDEVIL4"
damagetype "YellowDevilTF"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5,64,0,0,64)
stop
}
}

Actor YellowDevilRecompositionProtect : PowerProtection
{
powerup.duration 1
damagefactor "YellowDevilTF", 0.0
}

actor RecompositionAttackMovementPickUp : CustomInventory
{
states
{
Pickup:
TNT1 AA 0
TNT1 A 0 A_CheckFloor("Forward")
TNT1 A 0 A_ChangeVelocity(cos(pitch)*50,0,-sin(pitch)*50,CVF_RELATIVE|CVF_REPLACE)
stop
Forward:
TNT1 A 0 A_ChangeVelocity(cos(pitch)*50,0,0,CVF_RELATIVE|CVF_REPLACE)
stop
}
}

Actor RecompositionAttackCoolDownWatcher
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 1 A_TakeFromTarget("RecompositionAttackCoolDown",1)
TNT1 A 0 A_JumpIfInTargetInventory("RecompositionAttackCoolDown",1,"Spawn")
Death:
TNT1 A 1
stop
}
}

Actor YellowDevilUltWatcher
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
States
{
Spawn:
TNT1 AA 0
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 2 A_TakeFromTarget("TerminationUltimateAmmo",5)
TNT1 A 0 A_JumpIfInTargetInventory("TerminationUltimateAmmo",1,"Spawn")
Death:
TNT1 A 1
stop
}
}

Actor DeadYellowDevil
{
+NOGRAVITY
+SOLID
+THRUACTORS
+DONTSPLASH
+NOINTERACTION
Damage (0)
height 0
radius 0
scale 2.5
const int NUM = 1;
const int SPD = 5;
mass 100
ReactionTime 105
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
YELL H 9 A_PlaySoundEx("weapon/pfdeath","Body")
goto Spawn2
Spawn2:
"####" "#" 0 A_ChangeVelocity(Random(SPD*-NUM,SPD*NUM),Random(SPD*-NUM,SPD*NUM),Random(SPD*-NUM,SPD*NUM))
"####" "#" 0 A_SpawnItemEx("PFDeathFX2",0,0,mass,12,0,Random(-12,12),Random(0,359))
"####" "#" 1 A_GiveInventory("CutterFlag",1)
"####" "#" 0 A_ScaleVelocity(-1)
"####" "#" 0 A_SpawnItemEx("PFDeathFX2",0,0,mass,12,0,Random(-12,12),Random(0,359))
"####" "#" 1 A_GiveInventory("CutterFlag",1)
"####" "#" 0 A_Stop
"####" "#" 0 A_JumpIfInventory("CutterFlag",105,"Death")
loop
Death:
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0)
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0,45)
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0,45*2)
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0,45*3)
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0,45*4)
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0,45*5)
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0,45*6)
"####" "#" 0 A_SpawnItemEx("FakeDeathFXPF",0,0,mass,0,0,0,45*7)
"####" "#" 2 A_PlaySound("misc/devildeath")
Stop
}
}

Actor DevilBusterCharged : VCOnce{}
Actor RecompositionFinish : VCOnce{}

Actor MiniChunkState : Inventory
{
inventory.amount 1
inventory.maxamount 3
}

Actor YellowDevilChunkCounter : Inventory
{
inventory.amount 1
inventory.maxamount 9
}

Actor YellowDevilMiniChunkCounter : Inventory
{
inventory.amount 1
inventory.maxamount 19
}

Actor RecompositionAttackCoolDown : Inventory
{
inventory.amount 1
inventory.maxamount 280
}

actor YDIntroFXStart : BasicClientSide
{
var int user_z;
reactiontime 25
States
{
Spawn:
TNT1 A 0
TNT1 AAA 0 A_SpawnItemEx("YDIntroFX",random(0,100),0,user_z,random(0,6),0,random(5,12),random(0,359))
TNT1 A 1 A_SetUserVar("user_z",user_z+5)
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0)==0,"Death")
TNT1 A 0 A_Countdown
loop
Death:
TNT1 A 0
stop
}
}

actor YDIntroFX : BasicClientSide
{
gravity 3.0
scale 2.0
-NOINTERACTION
-NOGRAVITY
States
{
Spawn:
TNT1 A 0
YARM S 12
goto Death

Death:
"####" "##########" 1 A_SetScale(scalex-0.2,scaley-0.2)
stop 
}
}

actor YDShine : BasicClientSide
{
scale 3.0
reactiontime 30
States
{
Spawn:
TNT1 A 0
YARM P 0 A_PlaySoundEx("weapon/yellowdevilshine","Body")
YARM PQ 3
loopit:
YARM R 0 A_FadeOut(0.03)
YARM R 1 A_SetScale(3.0,scaley-0.1)
YARM R 0 A_Countdown
loop
}
}

Actor IsUsingYDThirdFire : VCOnce{}