actor JunkShieldBoss : MegaBuster
{
Weapon.AmmoUse 28
Weapon.AmmoGive 0
Weapon.SlotNumber 7
Obituary "%o was crushed by %k's Junk Shield."
weapon.ammotype "TrunkAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOAUTOFIRE
Scale 2.0
States
{
Spawn:
WEA3 N 1
loop
Ready:
JCLA A 0 ACS_ExecuteAlways(998,0,1)
JCLA A 0 ACS_ExecuteAlways(994,0)
JCLA A 1 A_WeaponReady
Goto Ready+2
Deselect:
TNT1 A 0 A_SelectWeapon("JunkShielderBoss")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
JARM A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldUp")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
JCLA A 1 A_Raise
Loop
Fire:
JCLA A 0 A_JumpIfNoAmmo("Hold")
//JCLA A 0 A_GiveInventory("StayLocked",1)
JCLA ABC 5 //SetPlayerProperty(0,1,4)
JCLA A 0 A_SpawnItemEx("JunkCube",64,0,0,0,0,0,0)
JCLA D 28 A_PlaySoundEx("Weapon/Thunderbolt","Weapon")
JCLA ABC 3 A_TakeInventory("TrunkAmmo",28)
JCLA A 1 //SetPlayerProperty(0,0,4)
//JCLA A 0 A_TakeInventory("StayLocked",999)
JCLA A 0 A_Refire
goto Ready+2
ShieldUp:
JCLA A 8 A_GunFlash
goto Ready+2
Altfire:
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
GUTP A 0 A_GiveInventory("GoFlag")
GUTP A 0 A_FireCustomMissile("JunkPunch",0,0,8,0)
GUTP A 0 A_PlaySoundEx("Weapon/napalm","Weapon")
JCLA DP 5
JCLA D 10
GUTP A 0 A_TakeInventory("GoFlag")
JCLA A 0 A_Refire
Goto Ready+2
ShieldThrow:
GUTP A 0 A_GiveInventory("GoFlag")
GUTP A 0 A_FireCustomMissile("JunkPunch",0,0,8,0)
GUTP A 0 A_PlaySoundEx("Weapon/napalm","Weapon")
JCLA A 0 A_GiveInventory("JunkDone",1)
JCLA DDDDDP 1 A_TakeInventory("ShieldCheck",1)
JCLA A 0 A_TakeInventory("JunkDone",1)
JCLA A 0 A_TakeInventory("BasicArmor",999)
JCLA A 0 A_PlayWeaponSound("weapon/junkshield")
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",120,0,0,0)
JCLA P 4 A_FireCustomMissile("JunkProjectileBoss",-120,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",120,0,0,0)
JCLA D 4 A_FireCustomMissile("JunkProjectile2Boss",-120,0,0,0)
JCLA D 6
GUTP A 0 A_TakeInventory("GoFlag")
JCLA D 14
JCLA A 3
JCLA A 0 A_Refire
Goto Ready+2
/*AltFire:
JCLA A 0 A_JumpIfInventory("ShieldCheck", 1,"ShieldThrow")
JCLA A 0 A_JumpIfInventory("TrunkAmmo", 28,"ShieldUp1")
Goto Hold
ShieldUp1:
JCLA A 0 A_TakeInventory("TrunkAmmo", 28)
JCLA A 0 A_GiveInventory("ShieldCheck",1)
JCLA ABCABC 2
JCLA A 0 A_GiveInventory("BossJunkArmor",1)
JCLA A 8 A_GunFlash
JCLA AAA 2
goto Ready+2
ShieldThrow:
JCLA A 0 A_GiveInventory("JunkDone",1)
JCLA DD 3 A_TakeInventory("ShieldCheck",1)
JCLA A 0 A_TakeInventory("JunkDone",1)
JCLA A 0 A_TakeInventory("BasicArmor",999)
JCLA A 0 A_PlayWeaponSound("weapon/junkshield")
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",120,0,0,0)
JCLA D 4 A_FireCustomMissile("JunkProjectileBoss",-120,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",120,0,0,0)
JCLA D 4 A_FireCustomMissile("JunkProjectile2Boss",-120,0,0,0)
JCLA D 20
JCLA A 3
Goto Ready+2*/
Flash:
TNT1 A 0 A_JumpIfInventory("BasicArmor",14,"Flash3")
TNT1 A 0 A_JumpIfInventory("BasicArmor",7,"Flash2")
TNT1 A 0 A_JumpIfInventory("BasicArmor",1,"Flash1")
goto NoFlash
Flash1:
TNT1 A 0 A_SpawnItemEx("BossJunkShieldRadius1",0,0,0)
goto FlashRe
Flash2:
TNT1 A 0 A_SpawnItemEx("BossJunkShieldRadius2",0,0,0)
goto FlashRe
Flash3:
TNT1 A 0 A_SpawnItemEx("BossJunkShieldRadius3",0,0,0)
goto FlashRe
FlashRe:
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1 A_SpawnItemEx("BossJunkShield",0,0,32,momx,momy,momz,0 ,SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("JunkDone",1,"NoFlash")
TNT1 A 0 A_JumpIfInventory("IsDead",1,"NoFlash")
goto Flash
NoFlash:
TNT1 A 0 A_TakeInventory("ShieldCheck",1)
stop
Hold:
JCLA A 1 ACS_Execute(979,0)
JCLA A 0 A_Refire
Goto Ready+2
NoAmmo:
JCLA A 0
//JCLA A 1 ACS_Execute(979,0)
Goto Ready+2
}
}

actor JunkShielderBoss : JunkShieldBoss
{
Weapon.AmmoUse 2
-WEAPON.NOAUTOFIRE
States
{
Spawn:
WEA3 N 1
loop
Ready:
JCLA A 0 ACS_ExecuteAlways(998,0,1)
JCLA A 0 ACS_ExecuteAlways(994,0)
JCLA E 1 A_WeaponReady
Goto Ready+2
Deselect:
TNT1 A 0 A_SelectWeapon("JunkShieldBoss")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
JARM A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldUp")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
JCLA E 1 A_Raise
Loop
Fire:
JCLA A 0 A_JumpIfNoAmmo("Hold")
JCLA KFGHIJK 2
JCLA A 0 A_PlaySoundEx("Weapon/Mbuster","Weapon")
JCLA A 0 A_FireCustomMissile("JunkShott",0,1,8,0)
JCLA E 10
goto Ready+2
ShieldUp:
JCLA E 8 A_GunFlash
goto Ready+2
AltFire:
JCLA A 0 A_JumpIfInventory("ShieldCheck", 1,"ShieldThrow")
JCLA A 0 A_JumpIfInventory("TrunkAmmo", 28,"ShieldUp1")
Goto Hold
ShieldUp1:
JCLA E 0 A_TakeInventory("TrunkAmmo", 28)
JCLA E 0 A_GiveInventory("ShieldCheck",1)
JCLA QRSTUK 2
JCLA E 0 A_GiveInventory("BossJunkArmor",1)
JCLA E 8 A_GunFlash
JCLA EEE 2
goto Ready+2
ShieldThrow:
GUTP A 0 A_FireCustomMissile("JunkPunch",0,0,8,0)
GUTP A 0 A_PlaySoundEx("Weapon/napalm","Weapon")
JCLA A 0 A_GiveInventory("JunkDone",1)
JCLA LM 3 A_TakeInventory("ShieldCheck",1)
JCLA A 0 A_TakeInventory("JunkDone",1)
JCLA A 0 A_TakeInventory("BasicArmor",999)
JCLA A 0 A_PlayWeaponSound("weapon/junkshield")
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",120,0,0,0)
JCLA M 4 A_FireCustomMissile("JunkProjectileBoss",-120,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",120,0,0,0)
JCLA M 4 A_FireCustomMissile("JunkProjectile2Boss",-120,0,0,0)
JCLA L 20
JCLA E 3
Goto Ready+2
/*Altfire:
TNT1 A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
GUTP A 0 A_GiveInventory("GoFlag")
GUTP A 0 A_FireCustomMissile("GutPunch",0,0,8,0)
GUTP A 0 A_PlaySoundEx("Weapon/napalm","Weapon")
JCLA LM 5
JCLA L 10
GUTP A 0 A_TakeInventory("GoFlag")
Goto Ready+1
ShieldThrow:
JCLA A 0 A_GiveInventory("JunkDone",1)
JCLA DD 3 A_TakeInventory("ShieldCheck",1)
JCLA A 0 A_TakeInventory("JunkDone",1)
JCLA A 0 A_TakeInventory("BasicArmor",999)
JCLA A 0 A_PlayWeaponSound("weapon/junkshield")
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectileBoss",120,0,0,0)
JCLA D 4 A_FireCustomMissile("JunkProjectileBoss",-120,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",0,0,0,0)
JCLA A 0 A_FireCustomMissile("JunkProjectile2Boss",120,0,0,0)
JCLA D 4 A_FireCustomMissile("JunkProjectile2Boss",-120,0,0,0)
JCLA D 20
JCLA A 3
Goto Ready+2*/
/*Flash in other weapon*/
Hold:
JCLA E 1 ACS_Execute(979,0)
JARM A 0 A_Refire
Goto Ready+2
NoAmmo:
JCLA E 0
//JCLA E 1 ACS_Execute(979,0)
Goto Ready+2
}
}

actor JunkPunch : GutPunch
{
damagetype "Junk"
}

actor TrunkAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 112
}

actor GoFlag : Ammo
{
inventory.amount 1
inventory.maxamount 1
}

actor JunkCube// : CustomInventory
{
PROJECTILE

scale 2.5
-NOGRAVITY
-SOLID
+RIPPER
//+NOTARGET
Speed 40
Radius 30
Height 60
//painchance 255
damagetype "Junk"
Damage (12)
//reactiontime 40

mass 99999
Health 200
-NOBLOCKMAP
//+GHOST
//+NOCLIP
//+FRIENDLY

+SHOOTABLE
//+MISSILE
+NODAMAGETHRUST
+NOBLOOD
+DONTSPLASH
+NOEXPLODEFLOOR
+NOTARGETSWITCH
//+NORADIUSDMG

+DONTRIP
+NOPAIN
//painchance 0
damagefactor "Junk", 0.0
damagefactor "Fire", 0.1 //SeekerMissiles
//damagefactor "JunkShot", 0.0
States
{
Spawn:
JUCU A 0
//JUCU A 0 A_ChangeFlag("SHOOTABLE",1)
JUCU ABCDEFGDEFG 3
goto Spawn2
Spawn2:
JUCU EEEEFFFFGGGG 1 A_JumpIfInTargetInventory("GoFlag",1,"Launch")
//JUCU D 0 A_CountDown
JUCU D 0 DamageThing(7)
//JUCU D 0 A_GiveInventory("CutterFlag", 1)
//JUCU D 0 A_JumpIfInventory("CutterFlag", 32, "Death") //Backups
goto Spawn2
Death:
JUCU D 0 A_JumpIfInventory("GoFlag", 1, "Death2")
JUCU A 0 A_SpawnItemEx("JunkBits1",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits2",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits3",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits4",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits5",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits6",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits7",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits8",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits9",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits4",0,0,0,random(13,17),0,random(15,20),random(0,359))
Death2:
JUCU A 0
stop
Pain:
JUCU D 1
goto Spawn2
Launch:
JUCU EEEEFFFFGGGG 1 A_JumpIfCloser(200,"Launch2")
//JUCU D 0 A_CountDown
JUCU D 0 DamageThing(7)
//JUCU D 0 A_GiveInventory("CutterFlag", 1)
//JUCU D 0 A_JumpIfInventory("CutterFlag", 32, "Death")
goto Spawn2
Launch2:
JUCU D 0 A_ChangeFlag("INVULNERABLE",1)
JUCU D 0 A_ChangeFlag("NORADIUSDMG",1)
JUCU D 0 A_ChangeFlag("NOEXPLODEFLOOR",0)
JUCU D 1 A_Stop
JUCU D 1 ACS_ExecuteAlways (159,0)
//JUCU D 0 A_ChangeFlag("INVULNERABLE",1)
JUCU D 0 A_ChangeFlag("SHOOTABLE",0)
//JUCU D 0 A_ChangeFlag("NOBLOCKMAP",1)
JUCU D 0 A_GiveInventory("GoFlag",1)
JUCU D 4 A_SpawnItemEx("JunkCubeMoving",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)
//JUCU D 4 A_SpawnItemEx("JunkCubeMovingStart",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)
Stop
}
}

actor JunkCubeMovingStart : JunkCube
{
//-NOGRAVITY

//-NOBLOCKMAP
//+NOBLOCKMAP
-NOEXPLODEFLOOR
//+SHOOTABLE
+INVULNERABLE
//+NODAMAGE
+NORADIUSDMG
States
{
Spawn:
JUCU D 0
JUCU D 1 A_JumpIf(z-floorz<30,"Death2")
Loop
Death:
//JUCU D 0 A_JumpIfInventory("GoFlag", 1, "Death3")
JUCU D 1 A_JumpIf(z-floorz<30,"Death2")
JUCU D 0 A_ChangeFlag("SOLID",0)
JUCU D 0 A_SpawnItemEx("JunkBits2",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits3",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits4",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits5",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits6",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits7",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits8",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits9",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits4",0,0,0,random(13,17),0,random(15,20),random(0,359))
stop
Death2:
//JUCU D 0 A_ChangeFlag("NOBLOCKMAP",1)
JUCU D 0 A_SpawnItemEx("JunkCubeMoving",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)
//JUCU D 1 A_GiveInventory("GoFlag",1)
Death3:
JUCU D 0
stop
}
}

actor JunkCubeMoving : JunkCubeMovingStart
{
States
{
Spawn:
JUCU D 0
goto Spawn2+1
Spawn2:
JUCU D 0 A_ChangeFlag("FLOORHUGGER",1)
//JUCU D 0 A_SpawnItemEx("JunkCubeFX",0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)
JUCU D 1 A_ChangeFlag("FLOORHUGGER",0)
//JUCU D 0 A_SpawnItemEx("JunkCubeFX",0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)
JUCU D 1 A_JumpIf(z-floorz>0, "Air")
JUCU D 0 A_Recoil(-2)
//JUCU D 0 A_SpawnItemEx("JunkCubeFX",0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)
JUCU D 1 A_JumpIf(z-floorz>0, "Air")
//JUCU D 0 A_SpawnItemEx("JunkCubeFX",0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)
JUCU D 1 A_JumpIf(z-floorz>0, "Air")
Loop
Death:
JUCU D 0 A_JumpIfInventory("GoFlag", 1, "Death3")
JUCU D 0 A_ChangeFlag("SOLID",0)
JUCU D 0 A_SpawnItemEx("JunkBits2",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits3",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits4",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits5",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits6",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits7",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits8",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits9",0,0,0,random(13,17),0,random(15,20),random(0,359))
JUCU D 0 A_SpawnItemEx("JunkBits4",0,0,0,random(13,17),0,random(15,20),random(0,359))
Death3:
JUCU D 0
stop
Air:
//JUCU D 0 A_ChangeFlag("NOBLOCKMAP",1)
JUCU D 0 A_ChangeFlag("SHOOTABLE",0)
JUCU D 0 A_GiveInventory("GoFlag",1)
//TNT1 A 1 A_SpawnItemEx("JunkCubeMovingStart",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)
JUCU D 1 A_SpawnItemEx("JunkCubeMovingStart",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)
stop
}
}

/*
actor JunkCubeFX
{
PROJECTILE
-NOGRAVITY
+RIPPER
+CLIENTSIDEONLY
damage 0
scale 2.5
states
{
spawn:
JUCU D 0
JUCU D 1
stop
}
}
*/

actor JunkBits1 : CustomInventory
{
inventory.pickupmessage "Picked up some scrap metal."
inventory.pickupsound "item/energyup"
inventory.amount 1
inventory.maxamount 1
scale 2.5
+INVENTORY.AUTOACTIVATE
+INVENTORY.QUIET
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU H 500
stop
Pickup:
DUST B 0 A_JumpIfInventory("DustCrusherBoss", 1, 2) 
DUST B 0 A_JumpIfInventory("JunkShieldBoss", 1, 1) 
fail
DUST B 0 A_GiveInventory("CrushEmAmmo",5)
DUST B 0 A_GiveInventory("TrunkAmmo",5)
DUST B 0 A_PlaySound("item/energyup", 3, 0.75)
DUST B 0
stop
Vacuumed:
TNT1 A 0 A_TakeInventory("Clip",999)
stop
}
}

actor JunkBits2 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU I 500
stop
}
}

actor JunkBits3 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU J 500
stop
}
}

actor JunkBits4 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU K 500
stop
}
}

actor JunkBits5 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU L 500
stop
}
}

actor JunkBits6 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU M 500
stop
}
}

actor JunkBits7 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU N 500
stop
}
}

actor JunkBits8 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU O 500
stop
}
}

actor JunkBits9 : JunkBits1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 ACS_ExecuteAlways(148,0)
JUCU P 500
stop
}
}

actor JunkShott
{
PROJECTILE
scale 2.5
+DONTBLAST
-NOGRAVITY
Speed 27
Radius 7
Height 7
Damage (21)
damagetype "JunkShot"
States
{
Spawn:
JUCU H 3 ThrustThingZ(0,14,0,1)
goto Spawn2
Spawn2:
JUCU H 1
goto Spawn2
Death:
JUCU A 0 A_SpawnItemEx("JunkBits7",0,0,0,random(2,5),0,random(2,3),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits8",0,0,0,random(2,5),0,random(3,2),random(0,359))
JUCU A 0 A_SpawnItemEx("JunkBits9",0,0,0,random(2,5),0,random(2,3),random(0,359))
stop
}
}

actor BossJunkShield
{
PROJECTILE
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+NOINTERACTION
height 0
radius 0
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("BasicArmor",14,"Spawn3")
TNT1 A 0 A_JumpIfInTargetInventory("BasicArmor",7,"Spawn2")
goto Spawn1
Spawn3:
TNT1 A 0 A_SpawnItemEx("BossJunkShieldBit", 0, 0, 0, 4, 0, random(-4,4), random(0, 359), SXF_CLIENTSIDE)
Spawn2:
TNT1 A 0 A_SpawnItemEx("BossJunkShieldBit", 0, 0, 0, 4, 0, random(-4,4), random(0, 359), SXF_CLIENTSIDE)
Spawn1:
TNT1 A 0 A_SpawnItemEx("BossJunkShieldBit", 0, 0, 0, 4, 0, random(-4,4), random(0, 359), SXF_CLIENTSIDE)
stop
}
}

actor BossJunkShieldBit
{
PROJECTILE
+CLIENTSIDEONLY
+NOINTERACTION
- SOLID
+NOGRAVITY
height 0
radius 0
Scale 2.5
RenderStyle "Translucent"
Alpha 0.5
Speed 4
States
{
Spawn:
TNT1 A 0
TNT1 A 4
TNT1 A 0 A_Jump(256,"SpawnJ","SpawnK","SpawnL","SpawnM","SpawnN","SpawnO","SpawnP")
SpawnJ:
JUCU J 5
TNT1 A 0 A_CustomMissile("ReturningBossJunkShieldBitJ",0,0,0,0)
stop
SpawnK:
JUCU K 5
TNT1 A 0 A_CustomMissile("ReturningBossJunkShieldBitK",0,0,0,0)
stop
SpawnL:
JUCU L 5
TNT1 A 0 A_CustomMissile("ReturningBossJunkShieldBitL",0,0,0,0)
stop
SpawnM:
JUCU M 5
TNT1 A 0 A_CustomMissile("ReturningBossJunkShieldBitM",0,0,0,0)
stop
SpawnN:
JUCU N 5
TNT1 A 0 A_CustomMissile("ReturningBossJunkShieldBitN",0,0,0,0)
stop
SpawnO:
JUCU O 5
TNT1 A 0 A_CustomMissile("ReturningBossJunkShieldBitO",0,0,0,0)
stop
SpawnP:
JUCU P 5
TNT1 A 0 A_CustomMissile("ReturningBossJunkShieldBitP",0,0,0,0)
stop
}
}

actor ReturningBossJunkShieldBitJ : BossJunkShieldBit
{
States
{
Spawn:
JUCU J 5
stop
}
}
actor ReturningBossJunkShieldBitK : BossJunkShieldBit
{
States
{
Spawn:
JUCU K 5
stop
}
}
actor ReturningBossJunkShieldBitL : BossJunkShieldBit
{
States
{
Spawn:
JUCU L 5
stop
}
}
actor ReturningBossJunkShieldBitM : BossJunkShieldBit
{
States
{
Spawn:
JUCU M 5
stop
}
}
actor ReturningBossJunkShieldBitN : BossJunkShieldBit
{
States
{
Spawn:
JUCU N 5
stop
}
}
actor ReturningBossJunkShieldBitO : BossJunkShieldBit
{
States
{
Spawn:
JUCU O 5
stop
}
}
actor ReturningBossJunkShieldBitP : BossJunkShieldBit
{
States
{
Spawn:
JUCU P 5
stop
}
}

actor BossJunkArmor : BasicArmorPickup
{
Armor.Savepercent 40
Armor.Saveamount 20
States
{
Spawn:
PLAY A 1
loop
}
}

actor BossJunkShieldRadius1
{
PROJECTILE
+DONTSPLASH
Damagetype "Junk"
Damage 0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5,160,0)
stop
}
}

actor BossJunkShieldRadius2
{
PROJECTILE
+DONTSPLASH
Damagetype "Junk"
Damage 0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(6,160,0)
stop
}
}

actor BossJunkShieldRadius3
{
PROJECTILE
+DONTSPLASH
Damagetype "Junk"
Damage 0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(7,160,0)
stop
}
}

actor JunkProjectileBoss : JunkProjectileC
{
States
{
Spawn:
JUCU I 4
loop
}
}

actor JunkProjectile2Boss : JunkProjectile2
{
States
{
Spawn:
JUCU M 4
loop
}
}