actor FlameBlastBoss : MegaBuster
{
Weapon.AmmoUse 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "%o was scorched by %k's Flame Blast."
Inventory.Pickupmessage "Cheats."
weapon.ammotype "FlameBossAmmo"
weapon.ammotype2 "FlameBossAmmo"
inventory.pickupsound "weapon/weaponup"
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
FLAB A 0 ACS_ExecuteAlways(991,0,3)
FLAB A 0 A_JumpIfInventory("FlameBossAmmo",1,"Ready2")
FLAB A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
FLAB A 0 A_GiveInventory("FlameBossAmmo",1)
goto Ready+1
Ready2:
FLAB A 0 A_JumpIfInventory("FlameBossAmmo",5,"Ready3")
FLAB A 5 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
FLAB A 0 A_GiveInventory("FlameBossAmmo",1)
loop
Ready3:
FLAB A 5 A_WeaponReady(WRF_NOSWITCH)
FLAB A 0 A_GiveInventory("FlameBossAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FLAB A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FLAB A 1 A_Raise
Loop
Fire:
FLAB A 0 A_JumpIfNoAmmo("NoAmmo")
FLAB A 0 A_PlaySoundEx("weapon/FlameBall","Weapon")
FLAB B 0 A_FireCustomMissile("FlameBall",0,1,8,0)
FLAB BC 3
FLAB A 14
FLAB A 0 A_Refire
goto Ready+1
AltFire:
FLAB A 0 A_JumpIfInventory("FlameBossAmmo",5,"Flame")
goto Ready+1
Flame:
FLAB A 2
FLAB BC 3
FLAB A 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB A 0 A_SpawnItemEx("FlameStarter",30)
FLAB A 0 A_TakeInventory("FlameBossAmmo",5)
FLAB B 2
FLAB A 1
goto Ready+1 
NoAmmo:
FLAB A 0
//FLAB A 1
Goto Ready+1
}
}

actor FlameBossAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor FlameBall
{
PROJECTILE
+DONTBLAST
Damage (25)
damagetype "Flame"
Height 16
Radius 16
Scale 2.5
Speed 40
States
{
Spawn:
FBUS AB 2
loop
Death:
TNT1 A 0
Stop
}
}


actor FlameStarter
{
PROJECTILE
+DONTBLAST
+FLOORHUGGER
Damage (30)
damagetype "Flame"
Height 32
Radius 8
Scale 2.5
Speed 0
States
{
Spawn:
FLAB DEFGHI 1
FLAB I 0 A_Jump (256, "Spawn2")
FLAB I 1
goto Spawn+1
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0 A_SpawnItemEx("FlameStarter2",random(55,65),random(-32,32))
goto Spawn3
Spawn3:
FLAB HIHGFED 1
stop
Death:
TNT1 A 0
Stop
}
}


actor FlameStarter2 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_SpawnItemEx("FlameStarter3",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter3 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0 A_SpawnItemEx("FlameStarter4",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter4 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_SpawnItemEx("FlameStarter5",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter5 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0 A_SpawnItemEx("FlameStarter6",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter6 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_SpawnItemEx("FlameStarter7",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter7 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0 A_SpawnItemEx("FlameStarter8",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter8 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_SpawnItemEx("FlameStarter9",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter9 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0 A_SpawnItemEx("FlameStarter10",random(55,65),random(-32,32))
goto Spawn3
}
}


actor FlameStarter10 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_SpawnItemEx("FlameStarter11",random(55,65),random(-32,32))
goto Spawn3
}
}

actor FlameStarter11 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0 A_SpawnItemEx("FlameStarter12",random(55,65),random(-32,32))
goto Spawn3
}
}

actor FlameStarter12 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_SpawnItemEx("FlameStarter13",random(55,65),random(-32,32))
goto Spawn3
}
}

actor FlameStarter13 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0 A_SpawnItemEx("FlameStarter14",random(55,65),random(-32,32))
goto Spawn3
}
}

actor FlameStarter14 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_SpawnItemEx("FlameStarter15",random(55,65),random(-32,32))
goto Spawn3
}
}

actor FlameStarter15 : FlameStarter
{
States
{
Spawn2:
FLAB D 0 A_PlaySoundEx("weapon/FlameWave","Weapon")
FLAB D 0// A_SpawnItemEx("FlameStarter14",random(55,65),random(-32,32))
goto Spawn3
}
}