actor BalladeCrackerWep : MegaBuster 10076
{
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blown up by %k's Ballade Cracker"
Inventory.Pickupmessage "Power up! Ballade Cracker!"
weapon.ammotype "BalladeCrackerAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "BALLSI"
Scale 2.0
States
{
Spawn:
WEA3 C 1
loop
Ready:
BHND A 0 ACS_ExecuteAlways(998,0,47)
BHND A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BHND A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BHND A 1 A_Raise
Loop
Fire:
BHND A 0 A_JumpIfNoAmmo("NoAmmo")
BHND A 0 A_PlaySoundEx("weapon/crackerthrow","Weapon")
BHND A 0 A_FireCustomMissile("BalladeCracker",0,1,8,0)
BHND BCDEFG 2
BHND HI 2
BHND A 13
BHND A 0 A_Refire
Goto Ready+1
NoAmmo:
BHND A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor BalladeCrackerAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}


actor BalladeCracker
{
PROJECTILE
Radius 6
Height 7
scale 2.5
damagetype "Ballade"
speed 55
damage (0)
States
{
Spawn:
BALA ABCD 3
loop
Death:
BALA A 0 A_Stop
BALA A 0 A_PlaySoundEx("weapon/crackerexplode", "Weapon")
BALA A 0 A_Explode(38, 128, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}

actor BalladeCrackerWepBoss : MegaBuster
{
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blown up by %k's Ballade Cracker"
Inventory.Pickupmessage "Power up! Ballade Cracker!"
weapon.ammotype "BalladeCrackerAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.CHEATNOTWEAPON
inventory.icon "BALLSI"
Scale 2.0
States
{
Spawn:
WEA3 C 1
loop
Ready:
BHND A 0 ACS_ExecuteAlways(998,0,53)
BHND A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BHND A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BHND A 1 A_Raise
Loop
Fire:
BHND A 0 A_JumpIfInventory("Clip",2,"Attack")
BHND A 0 A_JumpIfInventory("Clip",1,"Charge")
BHND A 0 SetPlayerProperty(0,1,0)
Goto Jump1
Jump1:
BHND A 0 A_SpawnItemEx("BalladeMine",0,0,16)
BHND A 0 ACS_Execute(5,0,6)
BHND A 0 ThrustThingZ(0,50,0,0)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 0  A_JumpIf(z-floorz==0,"Jump2")
Goto Jump1+13
Jump2:
BHND A 0 A_SpawnItemEx("BalladeMine",0,0,16)
BHND A 0 ACS_Execute(5,0,6)
BHND A 0 ThrustThingZ(0,50,0,0)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 0 A_JumpIf(z-floorz==0,"Jump3")
Goto Jump2+13
Jump3:
BHND A 0 A_SpawnItemEx("BalladeMine",0,0,16)
BHND A 0 ACS_Execute(5,0,6)
BHND A 0 ThrustThingZ(0,50,0,0)
BHND A 1 A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 0 A_JumpIf(z-floorz==0,"JumpEnd")
Goto Jump3+13
JumpEnd:
BHND A 0 A_Stop
BHND A 0 A_GiveInventory("Clip",1)
BHND A 30 ACS_Execute(5,0,7)
BHND A 0 SetPlayerProperty(0,0,0)
Goto Ready
Charge:
BHND A 0 A_ChangeFlag("NOPAIN",1)
BHND A 0 SetPlayerProperty(0,0,0)
BHND A 0 ACS_Execute(5,0,8)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 0 A_ChangeFlag("NOPAIN",0)
BHND A 30 SetPlayerProperty(0,1,0)
BHND A 0 SetPlayerProperty(0,0,0)
BHND A 0 A_GiveInventory("Clip",1)
Goto Ready+1
Attack:
BHND A 0 SetPlayerProperty(0,0,1)
BHND A 0 A_PlaySoundEx("weapon/crackerthrow","Weapon")
BHND A 0 A_FireCustomMissile("BalladeCracker",0,1,8,0)
BHND A 45 A_TakeInventory("Clip",100)
BHND A 0 SetPlayerProperty(0,0,0)
Goto Ready+1
NoAmmo:
BHND A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor BalladeMine
{
PROJECTILE
Radius 20
Height 20
scale 2.5
speed 0
reactiontime 20
damage (20)
States
{
Spawn:
BALA A 0 
BALA A 0 A_PlaySoundEx("weapon/crackermine", "Weapon")
BALA ABCD 3
BALA A 0 A_CountDown
Goto Spawn+3
Death:
BALA A 0 A_Stop
BALA A 0 A_PlaySoundEx("weapon/crackerexplode", "Weapon")
BALA A 0 //A_Explode(30, 128, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}

actor BalladeMelee
{
PROJECTILE
damagetype "Quick"
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_Explode(18, 60, 0)
stop
}
}