actor TimeSlowBoss : Megabuster
{
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "%o was frozen in time by %k's Time Slow."
weapon.ammotype "TimeClassAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0 
states
{
Spawn:
SLOT A 1
loop
Ready:
TIMA B 0 ACS_ExecuteAlways (998,0,120)
TIMA B 0 ACS_ExecuteAlways (991,0,120)
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Ready2")
TIMA A 8 A_WeaponReady(WRF_NOSECONDARY)
TIMA B 0 A_JumpIfInventory("PowerTime",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
goto Ready+2
Ready2:
TIMA A 1 A_WeaponReady
loop
Deselect:
TNT1 A 0 A_SelectWeapon("TimeSlowerBoss")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TIMA A 1 A_Raise
Loop
Fire:
TIMA B 0 A_PlaySoundEx("weapon/timeshot","Weapon")
TIMA B 0 A_FireCustomMissile("TimeManArrow",-7,0,8,0)
TIMA B 0 A_FireCustomMissile("TimeManArrow",7,0,8,0)
TIMA B 0 A_TakeInventory("TimeCharge",999)
TIMA B 15
TIMA B 0 A_JumpIfInventory("PowerTime",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_Refire
goto Ready+2

AltFire:
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Slow")
goto Ready+2
Slow:
TIMA B 0 A_TakeInventory("TimeClassAmmo",42)
TIMA C 1 A_GiveInventory("TimeQuick",1)
TIMA A 0 A_TakeInventory("TimeCharge",999)
TIMA D 4
TIMA K 0 A_PlaySoundEx("weapon/slow","Weapon")
TIMA D 1 ACS_Execute(976,0)
TIMA D 2 A_FireCustomMissile("TimeSlow",0,1,8,0)
TIMA D 3
TIMA C 5
goto Ready+2
NoAmmo:
TIMA A 0
//TIMA A 1 ACS_Execute(979,0)
goto Ready+2
}
}


actor TimeSlowerBoss : Megabuster
{
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "%o was frozen in time by %k's Time Slow."
weapon.ammotype "TimeClassAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0 
states
{
Spawn:
SLOT A 1
loop
Ready:
TIMA B 0 ACS_ExecuteAlways (998,0,120)
TIMA B 0 ACS_ExecuteAlways (991,0,120)
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Ready2")
TIMA C 8 A_WeaponReady(WRF_NOSECONDARY)
TIMA B 0 A_JumpIfInventory("PowerTime",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
goto Ready+2
Ready2:
TIMA C 1 A_WeaponReady
loop
Deselect:
TNT1 A 0 A_SelectWeapon("TimeSlowBoss")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TIMA C 1 A_Raise
Loop
Fire:
TIMA B 0 A_JumpIfInventory("TimeFlag",1,"Fire2")
TIMA B 0 A_PlaySoundEx("weapon/timeshot","Weapon")
TIMA B 0 A_FireCustomMissile("TimeArrowSlow",0,0,8,0)
TIMA B 0 A_TakeInventory("TimeCharge",999)
TIMA D 10
TIMA C 5
TIMA B 0 A_JumpIfInventory("PowerTime",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeFlag",1)
TIMA B 0 A_Refire
goto Ready+2
Fire2:
TIMA B 0 A_PlaySoundEx("weapon/timeshot","Weapon")
TIMA B 0 A_FireCustomMissile("TimeArrowFast",0,0,8,0)
TIMA B 0 A_TakeInventory("TimeCharge",999)
TIMA D 10
TIMA C 5
TIMA B 0 A_JumpIfInventory("PowerTime",1,2)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_GiveInventory("TimeClassAmmo",1)
TIMA B 0 A_TakeInventory("TimeFlag",1)
TIMA B 0 A_Refire
goto Ready+2
AltFire:
TIMA B 0 A_JumpIfInventory("TimeClassAmmo",42,"Slow")
goto Ready+2
Slow:
TIMA B 0 A_TakeInventory("TimeClassAmmo",42)
TIMA A 1 A_GiveInventory("TimeQuick",1)
TIMA A 0 A_TakeInventory("TimeCharge",999)
TIMA B 4
TIMA K 0 A_PlaySoundEx("weapon/slow","Weapon")
TIMA B 1 ACS_Execute(976,0)
TIMA B 2 A_FireCustomMissile("TimeSlow",0,1,8,0)
TIMA B 3
TIMA A 5
goto Ready+2
NoAmmo: 
//TIMA C 1 ACS_Execute(979,0)
goto Ready+2
}
}

actor TimeManArrow : TimeArrow
{
speed 40
//damagetype "Slow"
Damage (11)
}

actor TimeClassAmmo : Ammo
{
+INVENTORY.IGNORESKILL
inventory.amount 1
inventory.maxamount 42
}

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

actor TimeArrowSlow : TimeManArrow
{
Damage (7)
+RIPPER
speed 15
//damagetype "Slow"
}

actor TimeArrowFast : TimeManArrow
{
Damage (9)
+RIPPER
speed 64
//damagetype "Slow"
}