actor QuickBoomerangBoss : MegaBuster 20062
{
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "%o couldn't dodge %k's Quick Boomerang."
weapon.ammotype "FastAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
QUIK N 0 ACS_ExecuteAlways(998,0,67)
QUIK N 0 A_JumpIfInventory("FastAmmo",20,"FullReady")
QUIK N 10 A_WeaponReady(WRF_NOSWITCH)
QUIK N 0 A_GiveInventory("FastAmmo",1)
Goto Ready+1
FullReady:
QUIK N 1 A_WeaponReady(WRF_NOSWITCH)
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
QUIK N 1 A_Lower
goto ready+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
QUIK N 1 A_Raise
Loop
Fire:/*
QUIK N 0 A_JumpIfNoAmmo("No")
QUIK N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",15,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",0,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",-15,0,8,0)
QUIK N 20
Goto Ready+1*/
//QUIK N 0 A_JumpIfNoAmmo("NoAmmo")
QUIK N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIK N 2 A_FireCustomMissile("Quickbossrangs1",0,1,8,0)
QUIK O 2
QUIK N 0 A_Refire
Goto Ready+1
Altfire:
//QUIK N 0 A_JumpIfNoAmmo("No")
QUIK N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIK N 0 A_FireCustomMissile("Quickbossrangs2",15,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs2",0,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs2",-15,0,8,0)
QUIK OP 4
QUIK O 8
Goto Ready+1/*
QUIK N 0 A_JumpIf(momz==0, "SuperNeedleJump")
goto Ready+1
SuperNeedleJump:
QUIK N 0 A_JumpIfNoAmmo ("No")
QUIK N 10 ThrustThingZ(0,60,0,0)
QUIK N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",15,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",0,0,8,0)
QUIK N 0 A_FireCustomMissile("Quickbossrangs1",-15,0,8,0)
QUIK N 2
Goto Ready+1
*/
No:
QUIK N 0
//QUIK N 1 ACS_Execute(979,0)
Goto Ready+1
/*ItemGive:
QUIK N 0 A_GiveInventory("QuickTrailItem",1)
QUIK N 0 A_TakeInventory("FastAmmo",28)
goto Ready+1*/
}
}

actor Quickbossrangs1 : QuickBoomerang
{
damage (8)
States
{
Spawn:
QUIK Q 0 A_CountDown
QUIK QQRRSSTT 1 A_Recoil(4)
loop
}
}

actor Quickbossrangs2 : Quickbossrangs1
{
+LOOKALLAROUND
-EXTREMEDEATH
speed 64
//Translation "168:168=231:231"
States
{
Spawn:
QUIK QQRRSSTT 1
loop
}
}

actor FastAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 20
}

actor QuickTrailItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "QuiIcon"
scale 2.0
+COUNTITEM
+INVBAR
states
{
Spawn:
ALIE A 1
loop
Use:
Use:
TNT1 A 0 A_JumpIfInventory("FastAmmo",20,"Success")
fail
Success:
TNT1 A 0 A_GiveInventory("QuickManTrail",1)
TNT1 A 0 A_TakeInventory("FastAmmo",999)
fail
}
}