actor TimeStopperGiverC : TimeStopperGiver replaces TimeStopperGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("TimeStopperWepC",1)
stop
}
}

actor FlashStopperGiverC : FlashStopperGiver replaces FlashStopperGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("FlashStopperWepC",1)
stop
}
}

actor SkullBarrierGiverC : SkullBarrierGiver replaces SkullBarrierGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SkullBarrierWepC",1)
stop
}
}

actor SakugarneGiverC : SakugarneGiver replaces SakugarneGiver
{
states
{
Pickup:
DUST B 0 A_JumpIfInventory("CanCopyWeapons", 1, 2)
DUST B 0 
fail
DUST B 0 A_GiveInventory("SakugarneWepC",1)
stop
}
}

actor ChargeKickWepC : ChargeKickWep //replaces ChargeKickWep
{
+WEAPON.ALT_AMMO_OPTIONAL
Weapon.AmmoUse2 2
weapon.ammotype2 "ChargeKickAmmo"
States
{
Spawn:
TNT1 A 0
stop
Fire:
CKIC C 0 A_JumpIfNoAmmo("NoAmmo")
CKIC C 0 A_GiveInventory("MegaSlide",1)
CKIC C 0 A_GiveInventory("ProtoSlide",1)
CKIC C 0 A_GiveInventory("BassDash",1)
CKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
CKIC C 0 SetPlayerProperty(0,1,0)
CKIC C 2 A_Recoil(-20)
CKIC B 2 A_FireCustomMissile("ChargeKick",0,1,0,0)
CKIC A 8 SetPlayerProperty(0,0,0)
CKIC B 5
CKIC C 5
CKIC C 0 A_TakeInventory("MegaSlide",1)
CKIC C 0 A_TakeInventory("ProtoSlide",1)
CKIC C 0 A_TakeInventory("BassDash",1)
CKIC C 0 A_Refire
Goto Ready+1
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster")
Goto Fire
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
}
}


actor LeafShieldWepC : LeafShieldWep //replaces LeafShieldWep
{
States
{
Spawn:
TNT1 A 0
stop
Ready:
LEAF A 0 ACS_ExecuteAlways(998,0,2)
LEAF A 0 A_ClearRefire
LEAF A 0 A_GiveInventory("Stamina",999)
LEAF A 1 A_WeaponReady
Goto Ready+2
Deselect:
LEAF A 0 A_JumpIfInventory("ShieldCheck",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
LEAF A 1 A_Lower
Goto Deselect+1
LEAF A 0
LEAF A 0 A_GiveInventory("Stamina",999)
LEAF A 0 A_TakeInventory("ShieldCheck",1)
LEAF A 0 A_FireCustomMissile("LeafShield",0,0,0,0)
Goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
LEAF A 1 A_Raise
Loop
Fire:
LEAF A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
LEAF A 0 A_JumpIfNoAmmo("NoAmmo")
//LEAF A 0 A_TakeInventory("BasicArmor",9999)
LEAF A 0 //A_PlaySoundEx("weapon/mbuster","Weapon")
LEAF A 0 A_TakeInventory("LeafAmmo",4)
LEAF A 1 A_GiveInventory("ShieldCheck",1)//A_SpawnItemEx("BubbleLeadStart",6,0,0,8,0,8,0,0,0)
LEAF BCDEF 2
goto ShieldActive
Hold:
LEAF A 1
goto Ready+1
ShieldActive:
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF G 1 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF G 1 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF H 1 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF H 1 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF A 1 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
Goto Shield
Shield:
LEAF A 1 A_WeaponReady
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF A 0 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF A 0 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 0 A_TakeInventory("Stamina",10)
LEAF A 0 A_JumpIfInventory("Stamina",1,"Shield")
goto ShieldThrow
ShieldThrow:
LEAF A 0 A_GiveInventory("Stamina",999)
LEAF A 0 A_TakeInventory("ShieldCheck",999)
LEAF A 0 A_FireCustomMissile("LeafShield",0,0,0,0)
LEAF IJ 3
LEAF K 27
LEAF I 3
goto Ready+1
NoAmmo:
LEAF A 1 ACS_Execute(979,0)
goto Ready+1
Altfire:
LEAF A 0 A_TakeInventory("ShieldCheck",999)
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}


actor JunkShieldWepC : JunkShieldWep //replaces JunkShieldWep
{
States
{
Spawn:
TNT1 A 0
stop
Fire:
JARM A 0 A_JumpIfInventory("ShieldCheck", 1,"ShieldThrow")
JARM A 0 A_JumpIfNoAmmo("Hold")
JARM A 0 A_GiveInventory("ShieldCheck",1)
JARM A 0 A_TakeInventory("JunkShieldAmmo",7)
JARM A 0 A_TakeInventory("JunkDone",1)
JARM BCDEF 2
TNT1 A 8 A_GunFlash
JARM GH 2
Goto Ready+2
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
JARM A 0 A_GiveInventory("JunkDone",1)
JARM A 0 A_TakeInventory("ShieldCheck",1)
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
JARM A 0 A_TakeInventory("JunkDone",1)
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
JARM A 0 A_GiveInventory("JunkDone",1)
JARM A 0 A_TakeInventory("ShieldCheck",1)
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
JARM A 0 A_TakeInventory("JunkDone",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
JARM A 0 A_GiveInventory("JunkDone",1)
JARM A 0 A_TakeInventory("ShieldCheck",1)
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
JARM A 0 A_TakeInventory("JunkDone",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
JARM A 0 A_GiveInventory("JunkDone",1)
JARM A 0 A_TakeInventory("ShieldCheck",1)
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
JARM A 0 A_TakeInventory("JunkDone",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor StarCrashWepC : StarCrashWep //replaces StarCrashWep
{
States
{
Spawn:
TNT1 A 0
stop
Fire:
STAA A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
STAA A 0 A_JumpIfNoAmmo("NoAmmo")
//STAA A 0 A_TakeInventory("BasicArmor",9999)
STAA A 0 A_TakeInventory("StarCrashAmmo",1)
STAA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
STAA A 1 A_GiveInventory("ShieldCheck",1)//A_SpawnItemEx("BubbleLeadStart",6,0,0,8,0,8,0,0,0)
goto ShieldActive
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
STAA A 0 A_TakeInventory("ShieldCheck",999)
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
STAA A 0 A_TakeInventory("ShieldCheck",999)
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
STAA A 0 A_TakeInventory("ShieldCheck",999)
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
STAA A 0 A_TakeInventory("ShieldCheck",999)
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor SuperArmWepC : SuperArmWep //replaces SuperArmWep
{
+WEAPON.ALT_AMMO_OPTIONAL
Weapon.AmmoUse2 4
Weapon.AmmoType2 "SuperArmAmmo"
States
{
Spawn:
TNT1 A 0
stop
Altfire:
TNT1 A 0 A_JumpIfInventory("SuperArmTemp",1,"Throw")
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
Throw:
GUTA A 0 A_FireCustomMissile("GutRock",0,0,0,56)//A_SpawnItemEx("GutRock",0,0,56,20,0,-4,0,0,0)
GUTA A 0 A_TakeInventory("SuperArmTemp",1)
GUTA A 0 A_TakeInventory("SuperArmAmmo",4)
GUTA FGHIJKLM 3
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}


actor SkullBarrierWepC : SkullBarrierWep //replaces SkullBarrierWep
{
States
{
Spawn:
TNT1 A 0
stop
Fire:
SKLA A 1 ACS_ExecuteAlways(994,0)
SKLA A 0 A_JumpIfNoAmmo("Hold")
//SKLA A 0 A_TakeInventory("BasicArmor",9999)
SKLA A 0 A_ChangeFlag("SHOOTABLE",0)
SKLA A 0 A_ChangeFlag("DONTRIP",1)
SKLA A 0 A_GiveInventory("ShieldCheck",1)
SKLA IJ 2 
Goto BarrierActive
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}


actor PlantBarrierWepC : PlantBarrierWep //replaces PlantBarrierWep
{
States
{
Spawn:
TNT1 A 0
stop
Fire:
PLAA A 0 ACS_Execute(194,0)
PLAA A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
PLAA A 0 A_JumpIf(health==100,"NoAmmo")
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
//PLAA A 0 A_TakeInventory("BasicArmor",9999)
PLAA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
PLAA A 1 A_GiveInventory("ShieldCheck",1)//A_SpawnItemEx("BubbleLeadStart",6,0,0,8,0,8,0,0,0)
goto ShieldActive
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
PLAA A 0 A_TakeInventory("ShieldCheck",999)
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
PLAA A 0 A_TakeInventory("ShieldCheck",999)
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PLAA A 0 A_TakeInventory("ShieldCheck",999)
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
PLAA A 0 A_TakeInventory("ShieldCheck",999)
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}


actor ScorchWheelWepC : ScorchWheelWep //replaces ScorchWheelWep
{
States
{
Spawn:
TNT1 A 0
stop
Fire:
SWHE G 0 A_JumpIfNoAmmo("NoAmmo")
//SWHE G 0 A_TakeInventory("BasicArmor",9999)
SWHE HIJKL 2
SWHE G 0 A_PlaySoundEx("weapon/scorchwheel","Weapon")
Goto Hold
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor DangerWrapWepC : DangerWrapWep //replaces DangerWrapWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor NoiseCrushWepC : NoiseCrushWep //replaces NoiseCrushWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
NCRU I 0 A_JumpIfInventory("NoiseCrushFlag",1,"Fire2")
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor ThunderBoltWepC : ThunderBoltWep //replaces ThunderBoltWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor WildCoilWepC : WildCoilWep //replaces WildCoilWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor SlashClawWepC : SlashClawWep //replaces SlashClawWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor AirShooterWepC : AirShooterWep //replaces AirShooterWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor AtomicFireWepC : AtomicFireWep //replaces AtomicFireWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor BalladeCrackerWepC : BalladeCrackerWep //replaces BalladeCrackerWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor BlizzardAttackWepC : BlizzardAttackWep //replaces BlizzardAttackWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor BubbleLeadWepC : BubbleLeadWep //replaces BubbleLeadWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor CentaurFlashWepC : CentaurFlashWep //replaces CentaurFlashWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor CrashBombWepC : CrashBombWep //replaces CrashBombWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor CrystalEyeWepC : CrystalEyeWep //replaces CrystalEyeWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor DiveMissileWepC : DiveMissileWep //replaces DiveMissileWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor DrillBombWepC : DrillBombWep //replaces DrillBombWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
DRIL D 0 A_GiveInventory("DrillFlag",2)
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
DRIL D 0 A_TakeInventory("DrillFlag",99)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
DRIL D 0 A_GiveInventory("DrillFlag",2)
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
DRIL D 0 A_TakeInventory("DrillFlag",99)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
DRIL D 0 A_GiveInventory("DrillFlag",2)
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
DRIL D 0 A_TakeInventory("DrillFlag",99)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor DustCrusherWepC : DustCrusherWep //replaces DustCrusherWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor FireStormWepC : FireStormWep //replaces FireStormWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor FlameBlastWepC : FlameBlastWep //replaces FlameBlastWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor FlashStopperWepC : FlashStopperWep //replaces FlashStopperWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor FreezeCrackerWepC : FreezeCrackerWep //replaces FreezeCrackerWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor GeminiLaserWepC : GeminiLaserWep //replaces GeminiLaserWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor GravityHoldWepC : GravityHoldWep //replaces GravityHoldWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor GyroAttackWepC : GyroAttackWep //replaces GyroAttackWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor HardKnuckleWepC : HardKnuckleWep //replaces HardKnuckleWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor HyperBombWepC : HyperBombWep //replaces HyperBombWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor IceSlasherWepC : IceSlasherWep //replaces IceSlasherWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor KnightCrushWepC : KnightCrushWep //replaces KnightCrushWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor MagnetMissileWepC : MagnetMissileWep //replaces MagnetMissileWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor MetalBladeWepC : MetalBladeWep //replaces MetalBladeWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor MirrorBusterWepC : MirrorBusterWep //replaces MirrorBusterWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor NapalmBombWepC : NapalmBombWep //replaces NapalmBombWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor NeedleCannonWepC : NeedleCannonWep //replaces NeedleCannonWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor PharaohShotWepC : PharaohShotWep //replaces PharaohShotWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor PowerStoneWepC : PowerStoneWep //replaces PowerStoneWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor QuickBoomerangWepC : QuickBoomerangWep //replaces QuickBoomerangWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor RainFlushWepC : RainFlushWep //replaces RainFlushWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor RingBoomerangWepC : RingBoomerangWep //replaces RingBoomerangWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor RollingCutterWepC : RollingCutterWep //replaces RollingCutterWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor SakugarneWepC : SakugarneWep //replaces SakugarneWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
SAKH A 0 A_TakeInventory("SakugarneActive",1)
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor ScrewCrusherWepC : ScrewCrusherWep //replaces ScrewCrusherWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor SearchSnakeWepC : SearchSnakeWep //replaces SearchSnakeWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor ShadowBladeWepC : ShadowBladeWep //replaces ShadowBladeWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor SilverTomahawkWepC : SilverTomahawkWep //replaces SilverTomahawkWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor SparkShockWepC : SparkShockWep //replaces SparkShockWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor ThunderBeamWepC : ThunderBeamWep //replaces ThunderBeamWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor TimeStopperWepC : TimeStopperWep //replaces TimeStopperWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor TopSpinWepC : TopSpinWep //replaces TopSpinWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor WaterWaveWepC : WaterWaveWep //replaces WaterWaveWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor WindStormWepC : WindStormWep //replaces WindStormWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor YamatoSpearWepC : YamatoSpearWep //replaces YamatoSpearWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor OilSliderWepC : OilSliderWep //replaces OilSliderWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
OILL A 0 A_JumpIfInventory("OilCheck",1,"Charge")
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+2
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+2
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+2
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+2
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+2
}
}

actor TimeSlowWepC : TimeSlowWep //replaces TimeSlowWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor CentaurArrowWepC : CentaurArrowWep //replaces CentaurArrowWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor GravitySphereWepC : GravitySphereWep //replaces GravitySphereWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor SkullSniperWepC : SkullSniperWep //replaces SkullSniperWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor TimeBenderWepC : TimeBenderWep //replaces TimeBenderWep
{
States
{
Spawn:
TNT1 A 0
stop
NoAmmo:
TSTO A 0 A_TakeInventory("TimeBenderWepC",1)
TSTO A 1 ACS_Execute(979,0)
Goto Ready+1
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}

actor FlashBulbWepC : FlashBulbWep //replaces FlashBulbWep
{
States
{
Spawn:
TNT1 A 0
stop
Altfire:
CKIC C 0 A_JumpIfInventory("BearerFlag",1,"ArchiveBuster") //A_JumpIfInventory("BassBusterC",1,"BassDash")
MKIC C 0 A_JumpIf(z-floorz==0,"GroundCheck") //A_JumpIf(momz==0, "GroundCheck")
Goto Ready+1
ArchiveBuster:
TNT1 A 0 A_PlaySoundEx("weapon/pshot","weapon")
TNT1 A 0 A_FireCustomMissile("DocShot",0,0,8,0)
TNT1 AA 5
TNT1 A 10
Goto Ready+1
GroundCheck:
CKIC C 0 A_JumpIfInventory("BassBusterC",1,"BassDash")
CKIC C 0 A_JumpIfInventory("ProtoBusterC",1,"ProtoSlide")
CKIC C 0 A_JumpIfInventory("MegaBusterC",1,"MegaSlide")
Goto Ready+1
MegaSlide:
MKIC A 0 A_GiveInventory("MegaSlide",1)
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
MKIC C 0 ACS_ExecuteAlways(648,0,4)
MKIC C 2 A_GiveInventory("SlideThrust",1)
MKIC A 8 //SetPlayerProperty(0,0,0)
MKIC B 5 SetPlayerProperty(0,0,0)
MKIC C 5 ACS_ExecuteAlways(648,0,3)
MKIC A 0 A_TakeInventory("MegaSlide",1)
MKIC C 0 A_Refire
goto Ready+1
ProtoSlide:
PROC D 0 A_GiveInventory("ProtoSlide",1)
PROC D 0 A_PlaySoundEx("weapon/chargekick","Weapon")
PROC D 0 SetPlayerProperty(0,1,0)
PROC D 0 ACS_ExecuteAlways(648,0,5)
PROC DD 2 A_GiveInventory("ProtoSlideThrust",1)
PSLI A 8 //SetPlayerProperty(0,0,0)
PSLI B 5 SetPlayerProperty(0,0,0)
PROC DD 5 ACS_ExecuteAlways(648,0,3)
PROC D 0 A_TakeInventory("ProtoSlide",1)
PROC D 0 A_Refire
Goto Ready+1
BassDash:
NEDR A 0 A_GiveInventory("BassDash",1)
MKIC C 0 //A_JumpIfNoAmmo("NoAmmo")
MKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MKIC C 0 SetPlayerProperty(0,1,0)
BASD B 0 ACS_ExecuteAlways(191,0,5)
BASD B 2 A_Recoil(-25)
BASD C 8 //SetPlayerProperty(0,0,0)
BASD C 5 SETPLAYERPROPERTY(0,0,0)
BASD C 5 ACS_EXECUTEALWAYS(191,0,0)
NEDR A 0 A_TakeInventory("BassDash",1)
MKIC C 0 A_Refire
BASD B 5
MKIC C 0
goto Ready+1
}
}
