actor DrWily : GlassClassBase
{
//player.startitem "GlassHealthBar"
player.startitem "LightHealthBar"
player.displayname "DrWily"
player.soundclass "wilyc"
player.startitem "SkullSuitWep"
player.startitem "AlienTrigger"
player.startitem "PlasmaAmmo", 28
player.forwardmove 0.8, 0.8
player.sidemove 0.88, 0.88
/*damagefactor "Buster", 1.7
damagefactor "Proto", 1.7*/
damagefactor "Proto3", 1.7
damagefactor "Thunder", 1.7
damagefactor "Bubble", 1.7
damagefactor "Top", 1.7
damagefactor "TopSpinB", 1.7
damagefactor "TopThrow", 1.7
damagefactor "WeakPharoah", 1.7
damagefactor "Pharoah", 1.7
damagefactor "PharaohHold", 1.7
damagefactor "Tomahawk", 1.7
damagefactor "Coil", 1.7
damagefactor "Coil2", 1.7
//damagefactor "Grenade", 1.7
States
{
Spawn:
WILY A 0
WILY A 0 A_JumpIfInventory("AlienTrigger",1,3)
WILY B 1
WILY A -1 A_JumpIfInventory("AlienTrigger",1,1)
DRWI B 1
DRWI A 6 A_JumpIfInventory("WilyTrigger",1,"Spawn")
DRWI A 0 //A_GiveInventory("PlasmaAmmo",1)
Goto Spawn+5
See:
WILY A 0 A_JumpIfInventory("AlienTrigger",1,"AlienSee")
WILY BCDE 5 ACS_ExecuteAlways(137)
WILY A 1 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
WILY F 5 A_JumpIfInventory("AlienTrigger",1,"AlienFire")
WILY G 4 ACS_ExecuteAlways(137)
goto Spawn
AlienSee:
DRWI A 1 A_JumpIfInventory("WilyTrigger",1,"See")
DRWI BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
AlienFire:
DRWI F 5 ACS_ExecuteAlways(137)
DRWI G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
DRWI H 0 A_JumpIfInventory("AlienTrigger",1,"AlienPainContinue")
Wily H 0
goto PainContinue
ClassDeath:
WILY H 0 A_TakeInventory("WilyGun")
WILY H 0 A_TakeInventory("SkullSuitWep")
WILY H 0 A_TakeInventory("CapsuleFireWep")
WILY H 0 A_TakeInventory("CapsuleIceWep")
goto DeathContinue
DropWeapon:
WILY H 0 A_TakeInventory("WilyGun")
WILY H 0 A_TakeInventory("SkullSuitWep")
WILY H 0 A_TakeInventory("CapsuleFireWep")
WILY H 0 A_TakeInventory("CapsuleIceWep")
WILY H 0 A_SpawnItemEx("WilyGrovelC")
WILY Z -1
stop
AlienPainContinue:
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 1 A_SpawnItem("PainFX",0,3)
DRWI H 1 //A_Recoil(1)
DRWI H 0 //SetPlayerProperty(0, 0, 4)
DRWI H 0 SetPlayerProperty(0,0,1)
DRWI H 0 SetPlayerProperty(0,0,4)
DRWI H 0 A_Jump(256, "Spawn")
goto Spawn
/*Pain.Buster:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Buster"
Pain.Proto:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto"*/
Pain.Proto3:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto3"
Pain.Thunder:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Thunder"
Pain.Bubble:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Bubble"
Pain.Top:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Top"
Pain.TopSpinB:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.TopSpinB"
Pain.TopThrow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.TopThrow"
Pain.WeakPharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakPharoah"
Pain.Pharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Pharoah"
Pain.PharaohHold:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.PharaohHold"
Pain.Tomahawk:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Tomahawk"
Pain.Coil:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Coil"
Pain.Coil2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Coil2"
}
}

actor WilyGrovelC
{
scale 2.5
States
{
Spawn:
WILG A 1 A_JumpIf(floorz-z==0,"Beg")
loop
Beg:
WILG BCBCBCBCBC 7
WILG DEDFDEDFD 5
NEED Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
NEED Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
NEED Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
NEED Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
NEED Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
NEED Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
NEED Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
NEED Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
NEED Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
stop
}
}

actor WilyBurnTimer : Inventory
{
inventory.amount 1
inventory.maxamount 60
}

actor WilyFireHit : GravityHit
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("WilyFireHitPickup",1)
stop
}
}


actor WilyFireHitPickup : GravityHitPickup
{
States
{
ID1:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID1",1)
stop
ID2:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID2",1)
stop
ID3:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID3",1)
stop
ID4:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID4",1)
stop
ID5:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID5",1)
stop
ID6:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID6",1)
stop
ID7:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID7",1)
stop
ID8:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID8",1)
stop
ID9:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID9",1)
stop
ID10:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID10",1)
stop
ID11:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID11",1)
stop
ID12:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID12",1)
stop
ID13:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID13",1)
stop
ID14:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID14",1)
stop
ID15:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID15",1)
stop
ID16:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID16",1)
stop
ID17:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID17",1)
stop
ID18:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID18",1)
stop
ID19:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID19",1)
stop
ID20:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID20",1)
stop
ID21:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID21",1)
stop
ID22:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID22",1)
stop
ID23:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID23",1)
stop
ID24:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID24",1)
stop
ID25:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID25",1)
stop
ID26:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID26",1)
stop
ID27:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID27",1)
stop
ID28:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID28",1)
stop
ID29:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID29",1)
stop
ID30:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID30",1)
stop
ID31:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID31",1)
stop
ID32:
TNT1 A 0 A_GiveToTarget("WilyFireHitPickupID32",1)
stop
}
}

actor WilyFireHitPickupID1 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID1")
stop
}
}
actor WilyFireHitPickupID2 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID2")
stop
}
}
actor WilyFireHitPickupID3 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID3")
stop
}
}
actor WilyFireHitPickupID4 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID4")
stop
}
}
actor WilyFireHitPickupID5 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID5")
stop
}
}
actor WilyFireHitPickupID6 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID6")
stop
}
}
actor WilyFireHitPickupID7 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID7")
stop
}
}
actor WilyFireHitPickupID8 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID8")
stop
}
}
actor WilyFireHitPickupID9 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID9")
stop
}
}
actor WilyFireHitPickupID10 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID10")
stop
}
}
actor WilyFireHitPickupID11 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID11")
stop
}
}
actor WilyFireHitPickupID12 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID12")
stop
}
}
actor WilyFireHitPickupID13 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID13")
stop
}
}
actor WilyFireHitPickupID14 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID14")
stop
}
}
actor WilyFireHitPickupID15 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID15")
stop
}
}
actor WilyFireHitPickupID16 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID16")
stop
}
}
actor WilyFireHitPickupID17 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID17")
stop
}
}
actor WilyFireHitPickupID18 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID18")
stop
}
}
actor WilyFireHitPickupID19 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID19")
stop
}
}
actor WilyFireHitPickupID20 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID20")
stop
}
}
actor WilyFireHitPickupID21 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID21")
stop
}
}
actor WilyFireHitPickupID22 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID22")
stop
}
}
actor WilyFireHitPickupID23 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID23")
stop
}
}
actor WilyFireHitPickupID24 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID24")
stop
}
}
actor WilyFireHitPickupID25 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID25")
stop
}
}
actor WilyFireHitPickupID26 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID26")
stop
}
}
actor WilyFireHitPickupID27 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID27")
stop
}
}
actor WilyFireHitPickupID28 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID28")
stop
}
}
actor WilyFireHitPickupID29 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID29")
stop
}
}
actor WilyFireHitPickupID30 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID30")
stop
}
}
actor WilyFireHitPickupID31 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID31")
stop
}
}
actor WilyFireHitPickupID32 : WilyFireHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("WilyFireCheckerID32")
stop
}
}

actor TackleFireFX1
{
scale 5.0
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
RenderStyle "Translucent"
Alpha 0.5
States
{
Spawn:
HOTH C 0
HOTH C 1
stop
}
}

actor TackleFireFX2 : TackleFireFX1
{
States
{
Spawn:
HOTH D 0
HOTH D 1
stop
}
}

actor WilyFireChecker : WilyFireHit
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,0)
goto CollideCheck
CollideCheck:
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX1", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX1", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX1", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX1", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX2", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX2", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX2", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 1 A_SpawnItemEX("TackleFireFX2", 0, 0, 12)
TNT1 A 0 A_JumpIfInventory("CollideFlag",1,"Death")
TNT1 A 0 A_SpawnItemEX("WilyFireCollide",0,0,8)
goto CollideCheck+1
Death:
TNT1 A 1
stop
}
}


actor WilyFireCheckerID1 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,1)
goto CollideCheck
}
}
actor WilyFireCheckerID2 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,2)
goto CollideCheck
}
}
actor WilyFireCheckerID3 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,3)
goto CollideCheck
}
}
actor WilyFireCheckerID4 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,4)
goto CollideCheck
}
}
actor WilyFireCheckerID5 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,5)
goto CollideCheck
}
}
actor WilyFireCheckerID6 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,6)
goto CollideCheck
}
}
actor WilyFireCheckerID7 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,7)
goto CollideCheck
}
}
actor WilyFireCheckerID8 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,8)
goto CollideCheck
}
}
actor WilyFireCheckerID9 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,9)
goto CollideCheck
}
}
actor WilyFireCheckerID10 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,10)
goto CollideCheck
}
}
actor WilyFireCheckerID11 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,11)
goto CollideCheck
}
}
actor WilyFireCheckerID12 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,12)
goto CollideCheck
}
}
actor WilyFireCheckerID13 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,13)
goto CollideCheck
}
}
actor WilyFireCheckerID14 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,14)
goto CollideCheck
}
}
actor WilyFireCheckerID15 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,15)
goto CollideCheck
}
}
actor WilyFireCheckerID16 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,16)
goto CollideCheck
}
}
actor WilyFireCheckerID17 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,17)
goto CollideCheck
}
}
actor WilyFireCheckerID18 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,18)
goto CollideCheck
}
}
actor WilyFireCheckerID19 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,19)
goto CollideCheck
}
}
actor WilyFireCheckerID20 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,20)
goto CollideCheck
}
}
actor WilyFireCheckerID21 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,21)
goto CollideCheck
}
}
actor WilyFireCheckerID22 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,22)
goto CollideCheck
}
}
actor WilyFireCheckerID23 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,23)
goto CollideCheck
}
}
actor WilyFireCheckerID24 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,24)
goto CollideCheck
}
}
actor WilyFireCheckerID25 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,25)
goto CollideCheck
}
}
actor WilyFireCheckerID26 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,26)
goto CollideCheck
}
}
actor WilyFireCheckerID27 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,27)
goto CollideCheck
}
}
actor WilyFireCheckerID28 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,28)
goto CollideCheck
}
}
actor WilyFireCheckerID29 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,29)
goto CollideCheck
}
}
actor WilyFireCheckerID30 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,30)
goto CollideCheck
}
}
actor WilyFireCheckerID31 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,31)
goto CollideCheck
}
}
actor WilyFireCheckerID32 : WilyFireChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(211,0,32)
goto CollideCheck
}
}

actor WilyFireCollide : GravityCollide
{
damagetype "WilyFireB2"
Obituary "%o was burned by %k's Wily Capsule."
}