actor Gravityman : ClassBase
{
player.displayname "gravityman"
player.soundclass "gravitymanc"
player.startitem "GravityHoldBoss"
player.startitem "GravityHoldClassAmmo", 64
player.startitem "GravitySwitchItem"
player.jumpz 15
damagefactor "Star", 1.6
damagefactor "StarCrash", 1.6
damagefactor "Ring", 1.3
States
{
Spawn:
GRAM A 0
GRAM A 0 A_JumpIfInventory("CeilingFlag",1,3)
GRAM B 1
GRAM A -1 A_JumpIfInventory("CeilingFlag",1,1)
GRAC B 1 
GRAC A 1 A_JumpIfInventory("GroundFlag",1,"Spawn")
Goto Spawn+5
See:
GRAM A 0 A_JumpIfInventory("CeilingFlag",1,"CeilingSee")
GRAM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("CeilingFlag",1,"CeilingSee")
Goto Spawn
CeilingSee:
GRAC A 0 A_JumpIfInventory("GroundFlag",1,"See")
GRAC BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("GroundFlag",1,"See")
Goto Spawn
Missile:
GRAM A 0 A_JumpIfInventory("CeilingFlag",1,"CeilingMissile")
GRAM FFFFFGGGG 1 A_JumpIfInventory("CeilingFlag",1,"CeilingMissile")
goto Spawn
CeilingMissile:
GRAC A 0 A_JumpIfInventory("GroundFlag",1,"Missile")
GRAC FFFFFGGGG 1 A_JumpIfInventory("GroundFlag",1,"Missile")
goto Spawn
pain.gravityB1:
pain.gravity:
GRAM H 0
goto Pain+2
ClassPain:
GRAM H 0
goto PainContinue
ClassDeath:
GRAM H 0 A_TakeInventory("GravityHoldBoss")
goto DeathContinue
DropWeapon:
GRAM H 0 A_TakeInventory("GravityHoldBoss")
GRAM Z 0 A_SpawnItemEx("GravitySphereWepCDropped")
GRAM Z -1
stop
Pain.Ring:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Ring"
Pain.Star:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Star"
Pain.StarCrash:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.StarCrash"
}
}

actor CollideFlag : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor LadderDisable : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_ChangeFlag("CANPUSHWALLS",0)
stop
}
}

actor LadderEnable : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_ChangeFlag("CANPUSHWALLS",1)
stop
}
}

actor TeleDisable : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_ChangeFlag("NOTELEPORT",1)
TNT1 A 0 A_ChangeFlag("NOTELEOTHER",1)
stop
}
}

actor TeleEnable : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_ChangeFlag("NOTELEPORT",0)
TNT1 A 0 A_ChangeFlag("NOTELEOTHER",0)
stop
}
}

actor FlightDisable : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_GiveInventory("FlightDisableFlag",1)
TNT1 A 0 SetPlayerProperty(0,0,3)
TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
stop
}
}

actor FlightDisableFlag : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor FlightEnable : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_TakeInventory("FlightDisableFlag",999)
TNT1 A 0 A_JumpIfInventory("RushJetCounter",1,"Fly")
TNT1 A 0 A_JumpIfInventory("BeatCounter",1,"Fly")
TNT1 A 0 A_JumpIfInventory("IBeFlyin",1,"Fly")
TNT1 A 0 A_JumpIfInventory("CapsuleFireWep",1,"Fly")
TNT1 A 0 A_JumpIfInventory("CapsuleIceWep",1,"Fly")
TNT1 A 0 A_JumpIfInventory("TrebleBoost",1,"Fly")
TNT1 A 0 A_JumpIfInventory("FlyCounter",1,"NoGrav")
stop
Fly:
TNT1 A 0 SetPlayerProperty(0,1,3)
stop
NoGrav:
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
stop
}
}

actor BeatGiverC : BeatGiver replaces BeatGiver
{
States
{
Spawn:
TNT1 AAA 1 A_GiveToTarget("BeatFX1C",1)
TNT1 AAA 1 A_GiveToTarget("BeatFX3C",1)
TNT1 AAA 1 A_GiveToTarget("BeatFX2C",1)
TNT1 A 0 A_TakeFromTarget("BeatCounter",1)
TNT1 A 0 A_JumpIfInTargetInventory("SpinTime",1,"Death2")
TNT1 A 0 A_JumpIfInTargetInventory("BeatCounter",5,"Spawn")
TNT1 A 0 A_TakeFromTarget("BeatCallCheck",1)
TNT1 A 0 A_JumpIfInTargetInventory("BeatCounter",1,"Spawn")
TNT1 A 0 A_GiveToTarget("FlyDeactivate",1)
TNT1 A 0 A_TakeFromTarget("BeatCallCheck",1)
TNT1 A 0 A_TakeFromTarget("BeatCounter",100)
stop
Death2:
TNT1 A 0 A_GiveToTarget("FlyDeactivate",1)
TNT1 A 0 A_TakeFromTarget("BeatCallCheck",1)
TNT1 A 0 A_TakeFromTarget("BeatCounter",100)
stop
}
}


actor BeatFX1C : BeatFX1
{
States
{
Use:
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 1 SetPlayerProperty(0,1,3)
TNT1 A 1 A_SpawnItemEx("BeatFeet1",0,0,52,0,0,0,0,SXF_NOCHECKPOSITION)
stop
}
}

actor BeatFX2C : BeatFX2
{
States
{
Use:
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 1 SetPlayerProperty(0,1,3)
TNT1 A 1 A_SpawnItemEx("BeatFeet2",0,0,52,0,0,0,0,SXF_NOCHECKPOSITION)
stop
}
}

actor BeatFX3C : BeatFX3
{
States
{
Use:
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 1 SetPlayerProperty(0,1,3)
TNT1 A 1 A_SpawnItemEx("BeatFeet3",0,0,52,0,0,0,0,SXF_NOCHECKPOSITION)
stop
}
}

actor Rush2C : Rush2 replaces Rush2
{
states
{
FlyCheck1:
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX1C",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX2",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX1C",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX2",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX1C",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX2",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX1C",1)
TNT1 A 0 A_TakeFromTarget("RushJetCounter",1)
TNT1 A 0 A_JumpIfInTargetInventory("SpinTime",1,"Death2")
TNT1 A 0 A_JumpIfInTargetInventory("InBoat",1,"Death2")
TNT1 A 0 A_JumpIfInTargetInventory("RushJetCounter",1,"FlyCheck2")
TNT1 A 0 A_GiveToTarget("FlyDeactivate",1)
stop
FlyCheck2:
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX2",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX1C",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX2",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX1C",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX2",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX1C",1)
TNT1 AAAAA 1 A_GiveToTarget("RushJetFX2",1)
TNT1 A 0 A_TakeFromTarget("RushJetCounter",1)
TNT1 A 0 A_JumpIfInTargetInventory("SpinTime",1,"Death2")
TNT1 A 0 A_JumpIfInTargetInventory("InBoat",1,"Death2")
TNT1 A 0 A_JumpIfInTargetInventory("RushJetCounter",1,"FlyCheck1")
TNT1 A 0 A_GiveToTarget("FlyDeactivate",1)
stop
}
}

actor RushJetFX1C : RushJetFX1
{
States
{
Use:
TNT1 A 0 A_JumpIfInventory("FlightDisableFlag",1,2)
TNT1 A 1 SetPlayerProperty(0,1,3)
TNT1 A 1 A_SpawnItemEx("RushJetFeet1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
stop
}
}

/*
actor GravityHoldG : GravityHold replaces GravityHold
{
damagetype "GravityB1"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5, 1000,0)
stop
}
}
*/

actor GravityHit
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+NOCLIP
+NOTARGETSWITCH
+MISSILE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_GiveToTarget("GravityHitPickup",1)
stop
}
}

actor GravityHitPickup : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf((TID>999 && TID<1032), "Pickup2")
stop
Pickup2:
TNT1 A 0 A_JumpIf((TID-999==1), "ID1")
TNT1 A 0 A_JumpIf((TID-999==2), "ID2")
TNT1 A 0 A_JumpIf((TID-999==3), "ID3")
TNT1 A 0 A_JumpIf((TID-999==4), "ID4")
TNT1 A 0 A_JumpIf((TID-999==5), "ID5")
TNT1 A 0 A_JumpIf((TID-999==6), "ID6")
TNT1 A 0 A_JumpIf((TID-999==7), "ID7")
TNT1 A 0 A_JumpIf((TID-999==8), "ID8")
TNT1 A 0 A_JumpIf((TID-999==9), "ID9")
TNT1 A 0 A_JumpIf((TID-999==10), "ID10")
TNT1 A 0 A_JumpIf((TID-999==11), "ID11")
TNT1 A 0 A_JumpIf((TID-999==12), "ID12")
TNT1 A 0 A_JumpIf((TID-999==13), "ID13")
TNT1 A 0 A_JumpIf((TID-999==14), "ID14")
TNT1 A 0 A_JumpIf((TID-999==15), "ID15")
TNT1 A 0 A_JumpIf((TID-999==16), "ID16")
TNT1 A 0 A_JumpIf((TID-999==17), "ID17")
TNT1 A 0 A_JumpIf((TID-999==18), "ID18")
TNT1 A 0 A_JumpIf((TID-999==19), "ID19")
TNT1 A 0 A_JumpIf((TID-999==20), "ID20")
TNT1 A 0 A_JumpIf((TID-999==21), "ID21")
TNT1 A 0 A_JumpIf((TID-999==22), "ID22")
TNT1 A 0 A_JumpIf((TID-999==23), "ID23")
TNT1 A 0 A_JumpIf((TID-999==24), "ID24")
TNT1 A 0 A_JumpIf((TID-999==25), "ID25")
TNT1 A 0 A_JumpIf((TID-999==26), "ID26")
TNT1 A 0 A_JumpIf((TID-999==27), "ID27")
TNT1 A 0 A_JumpIf((TID-999==28), "ID28")
TNT1 A 0 A_JumpIf((TID-999==29), "ID29")
TNT1 A 0 A_JumpIf((TID-999==30), "ID30")
TNT1 A 0 A_JumpIf((TID-999==31), "ID31")
TNT1 A 0 A_JumpIf((TID-999==32), "ID32")
stop
ID1:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID1",1)
stop
ID2:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID2",1)
stop
ID3:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID3",1)
stop
ID4:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID4",1)
stop
ID5:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID5",1)
stop
ID6:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID6",1)
stop
ID7:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID7",1)
stop
ID8:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID8",1)
stop
ID9:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID9",1)
stop
ID10:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID10",1)
stop
ID11:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID11",1)
stop
ID12:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID12",1)
stop
ID13:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID13",1)
stop
ID14:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID14",1)
stop
ID15:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID15",1)
stop
ID16:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID16",1)
stop
ID17:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID17",1)
stop
ID18:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID18",1)
stop
ID19:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID19",1)
stop
ID20:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID20",1)
stop
ID21:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID21",1)
stop
ID22:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID22",1)
stop
ID23:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID23",1)
stop
ID24:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID24",1)
stop
ID25:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID25",1)
stop
ID26:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID26",1)
stop
ID27:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID27",1)
stop
ID28:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID28",1)
stop
ID29:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID29",1)
stop
ID30:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID30",1)
stop
ID31:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID31",1)
stop
ID32:
TNT1 A 0 A_GiveToTarget("GravityHitPickupID32",1)
stop
}
}

actor GravityHitPickupID1 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID1")
stop
}
}
actor GravityHitPickupID2 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID2")
stop
}
}
actor GravityHitPickupID3 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID3")
stop
}
}
actor GravityHitPickupID4 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID4")
stop
}
}
actor GravityHitPickupID5 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID5")
stop
}
}
actor GravityHitPickupID6 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID6")
stop
}
}
actor GravityHitPickupID7 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID7")
stop
}
}
actor GravityHitPickupID8 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID8")
stop
}
}
actor GravityHitPickupID9 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID9")
stop
}
}
actor GravityHitPickupID10 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID10")
stop
}
}
actor GravityHitPickupID11 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID11")
stop
}
}
actor GravityHitPickupID12 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID12")
stop
}
}
actor GravityHitPickupID13 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID13")
stop
}
}
actor GravityHitPickupID14 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID14")
stop
}
}
actor GravityHitPickupID15 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID15")
stop
}
}
actor GravityHitPickupID16 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID16")
stop
}
}
actor GravityHitPickupID17 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID17")
stop
}
}
actor GravityHitPickupID18 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID18")
stop
}
}
actor GravityHitPickupID19 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID19")
stop
}
}
actor GravityHitPickupID20 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID20")
stop
}
}
actor GravityHitPickupID21 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID21")
stop
}
}
actor GravityHitPickupID22 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID22")
stop
}
}
actor GravityHitPickupID23 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID23")
stop
}
}
actor GravityHitPickupID24 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID24")
stop
}
}
actor GravityHitPickupID25 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID25")
stop
}
}
actor GravityHitPickupID26 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID26")
stop
}
}
actor GravityHitPickupID27 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID27")
stop
}
}
actor GravityHitPickupID28 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID28")
stop
}
}
actor GravityHitPickupID29 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID29")
stop
}
}
actor GravityHitPickupID30 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID30")
stop
}
}
actor GravityHitPickupID31 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID31")
stop
}
}
actor GravityHitPickupID32 : GravityHitPickup
{
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GravityCheckerID32")
stop
}
}

actor GravityChecker : GravityHit
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,0)
goto CollideCheck
CollideCheck:
TNT1 A 1 A_JumpIfInventory("CollideFlag",1,"Collide")
loop
Collide2:
TNT1 A 0 A_TakeInventory("CutterFlag",10)
//TNT1 A 0 ACS_ExecuteAlways(207,0)
TNT1 A 0 A_SpawnItemEX("GravityCollide",0,0,8)
Collide:
TNT1 A 0 A_JumpIfInventory("CutterFlag",10,"Collide2")
stop
}
}

actor GravityCheckerID1 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,1)
goto CollideCheck
}
}
actor GravityCheckerID2 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,2)
goto CollideCheck
}
}
actor GravityCheckerID3 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,3)
goto CollideCheck
}
}
actor GravityCheckerID4 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,4)
goto CollideCheck
}
}
actor GravityCheckerID5 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,5)
goto CollideCheck
}
}
actor GravityCheckerID6 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,6)
goto CollideCheck
}
}
actor GravityCheckerID7 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,7)
goto CollideCheck
}
}
actor GravityCheckerID8 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,8)
goto CollideCheck
}
}
actor GravityCheckerID9 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,9)
goto CollideCheck
}
}
actor GravityCheckerID10 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,10)
goto CollideCheck
}
}
actor GravityCheckerID11 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,11)
goto CollideCheck
}
}
actor GravityCheckerID12 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,12)
goto CollideCheck
}
}
actor GravityCheckerID13 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,13)
goto CollideCheck
}
}
actor GravityCheckerID14 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,14)
goto CollideCheck
}
}
actor GravityCheckerID15 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,15)
goto CollideCheck
}
}
actor GravityCheckerID16 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,16)
goto CollideCheck
}
}
actor GravityCheckerID17 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,17)
goto CollideCheck
}
}
actor GravityCheckerID18 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,18)
goto CollideCheck
}
}
actor GravityCheckerID19 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,19)
goto CollideCheck
}
}
actor GravityCheckerID20 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,20)
goto CollideCheck
}
}
actor GravityCheckerID21 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,21)
goto CollideCheck
}
}
actor GravityCheckerID22 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,22)
goto CollideCheck
}
}
actor GravityCheckerID23 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,23)
goto CollideCheck
}
}
actor GravityCheckerID24 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,24)
goto CollideCheck
}
}
actor GravityCheckerID25 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,25)
goto CollideCheck
}
}
actor GravityCheckerID26 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,26)
goto CollideCheck
}
}
actor GravityCheckerID27 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,27)
goto CollideCheck
}
}
actor GravityCheckerID28 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,28)
goto CollideCheck
}
}
actor GravityCheckerID29 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,29)
goto CollideCheck
}
}
actor GravityCheckerID30 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,30)
goto CollideCheck
}
}
actor GravityCheckerID31 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,31)
goto CollideCheck
}
}
actor GravityCheckerID32 : GravityChecker
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(206,0,32)
goto CollideCheck
}
}

actor GravityCollide
{
PROJECTILE
-SOLID
+DONTSPLASH
//+RIPPER
//speed 0
//height 1
//radius 1
damagetype "GravityB2"
//damage 3
damage 0
Obituary "%o was held up by %k's Gravity Hold."
states
{
spawn:
TNT1 A 0
TNT1 A 0 A_Explode(3,10,0)
TNT1 A 1
//PLAY A 0 ACS_ExecuteAlways(207,0)
stop
}
}