actor HoohooAssist
{
PROJECTILE
+THRUACTORS

Speed 42//14
Radius 18
Height 26
+DOOMBOUNCE

Scale 2.5

States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
CNBR AAAABBBB 2 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0,"Death")
CNBR A 0 A_GiveInventory("CutterFlag",1)
CNBR A 0 A_JumpIfInventory("CutterFlag",1,"Spawn2")
goto Spawn+2

Spawn2:
CNBR C 0 A_SpawnItemEx("HoohooRockAssist", 0, 0, -10)
CNBR CCCC 2 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0,"Death")
CNBR C 0 A_ChangeFlag("DOOMBOUNCE",0)

loopit:
CNBR DDDDEEEE 2 A_JumpIf(ACS_NamedExecuteWithResult("core_targetexists",0) == 0,"Death")
loop

Death:
TNT1 A 0 A_SpawnItemEx("GenericAssistDeath", 0, 0, 26)
TNT1 A 0 A_TakeInventory("LimitFlag", 1, 0, AAPTR_MASTER)
stop
}
}

actor HoohooRockAssist
{
PROJECTILE
-NOGRAVITY
+DONTREFLECT
Damage (40)
Obituary "$OB_HOOHOO"
damagetype "SparkShock"
Speed 0
radius 24
height 24
Scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode",1)
CNBR F 1
goto Spawn+2
Death:
CNBR FFFF 0 A_SpawnItemEx("HoohooShrapnelAssist", 0, 0, 0, random(3, 10), 0, random(8, 16), random(0, 359), 1)
TNT1 A 2 A_PlaySoundEx("assist/hoohoorock","Body")
stop
}
}

actor HoohooShrapnelAssist
{
PROJECTILE
-NOGRAVITY
Damage (5)
Obituary "$OB_HOOHOO"
damagetype "Shotman"
Speed 0
radius 12
height 12
Scale 2.5
States
{
Spawn:
TNT1 AA 0 A_GiveInventory("ProjectileCode")
CNBR I 0 A_Jump(64, "Spawn1")
CNBR I 0 A_Jump(96, "Spawn2")
CNBR I 1
wait
Spawn1:
CNBR G 1
wait
Spawn2:
CNBR H 1
wait
}
}

actor HoohooSummon : GenericAssistCapsule
{
+NOGRAVITY
Reactiontime 4
States
{
Assist:
TNT1 A 0 A_SpawnItemEx("HoohooAssist", 0, 0, -48, 24, 0, 0, 0, SXF_TRANSFERPOINTERS)
goto Death+2
}
}