actor HyperBombWep : MegaBuster 10037
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blown up by %k's Hyper Bomb."
Inventory.Pickupmessage "Power up! Hyper Bomb!"
weapon.ammotype "BombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "BOMBSI"
Scale 2.0
States
{
Spawn:
WEAP H 1
loop
Ready:
BOMH A 0 ACS_ExecuteAlways(998,0,7)
BOMH A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BOMH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BOMH A 1 A_Raise
Loop
Fire:
BOMH A 0 A_JumpIfNoAmmo("NoAmmo")
BOMH A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BOMH A 0 A_FireCustomMissile("HyperBomb",0,1,8,0)
BOMH BCDEFG 2
BOMH HI 2
BOMH A 7
BOMH A 0 A_Refire
Goto Ready+1
NoAmmo:
BOMH A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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


actor HyperBomb
{
PROJECTILE
- NOGRAVITY
+RIPPER
+BOUNCEONACTORS
Radius 6
Height 7
scale 2.5
speed 13
reactiontime 85
+HEXENBOUNCE
bouncefactor 0.7
States
{
Spawn:
BOMB A 0
BOMB A 0 ThrustThingZ(0, 12, 0, 1)
BOMB A 1 A_CountDown
Goto Spawn+2
Death:
BOMB A 0 A_Stop
BOMB A 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
BOMB A 0 A_ChangeFlag("NOGRAVITY",1)
BOMB A 0 A_Explode(200, 180, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}