actor HyperBombBoss : MegaBuster 20070
{
Weapon.AmmoUse 5
Weapon.AmmoGive 25
Weapon.AmmoUse2 5
Weapon.AmmoGive2 25
Weapon.SlotNumber 1
Obituary "%o was blown up by %k's Hyper Bomb."
weapon.ammotype "GigaAmmo"
weapon.ammotype2 "GigaAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
BOMT A 0 ACS_ExecuteAlways(998,0,67)
BOMT A 0 A_JumpIfInventory("GigaAmmo",5,"Ready2")
BOMT A 8 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
BOMT A 0 A_GiveInventory("GigaAmmo",1)
Goto Ready+1
Ready2:
BOMT A 8 A_WeaponReady(WRF_NOSWITCH)
BOMT A 0 A_GiveInventory("GigaAmmo",1)
loop
Deselect:
BOMT A 0 A_JumpIfInventory("SuperArmTemp",1,"Throw")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BOMT A 1 A_Lower
Loop
Select:
BOMT A 0 A_JumpIfInventory("SuperArmTemp",1,"Throw")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BOMT A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("SuperArmTemp",1,"Throw")
TNT1 A 1 A_JumpIfNoAmmo("No")
BOMT A 0 A_PlaySoundEx("weapon/superarmuse","Weapon")
BOMT A 0 A_GiveInventory("SuperArmTemp",1)
TNT1 A 0 ACS_ExecuteAlways(191,0,6)
/*TNT1 A 0 ACS_ExecuteAlways(648,0,7)
TNT1 A 0 A_JumpIf(MomZ<0, 2)
TNT1 A 0 ThrustThingZ(0,0,1,0)*/
BOMT B 1
BOMT C 1
BOMT DD 1 A_SpawnItemEx("TempSplode",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 EE 1 A_SpawnItemEx("TempSplode",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
BOMT FF 1 A_SpawnItemEx("TempSplode",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 AA 1 A_SpawnItemEx("TempSplode",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)
//TNT1 A 0 ACS_ExecuteAlways(191,0,0)
//TNT1 A 0 ACS_ExecuteAlways(648,0,6)
TNT1 AAAAA 1 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 0 ACS_ExecuteAlways(191,0,0)
TNT1 AAAAA 1 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
//TNT1 A 0 ACS_ExecuteAlways(191,0,0)
Goto Holding
Holding:
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
/*
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
TNT1 A 1 A_WeaponReady(WRF_NOSWITCH)
TNT1 A 0 A_SpawnItemEx("TempSplode",0,0,56,0,0,0,0,0,0)
*/
TNT1 A 0 A_GiveInventory("GigaAmmo",1)
loop
Throw:
GUTA A 0 A_FireCustomMissile("splode",0,0,0,56)//A_SpawnItemEx("GutRock",0,0,56,20,0,-4,0,0,0)
GUTA A 0 A_TakeInventory("SuperArmTemp",1)
TNT1 A 0 A_TakeInventory("GigaAmmo",5)
BOMT GHIJKL 2
TNT1 A 7
BOMT BA 2
Goto Ready+1
AltFire:
BOMT A 0 A_JumpIfInventory("SuperArmTemp",1,"Slider")
Goto Ready+1
Slider:
BOMT A 0 A_PlaySoundEx("Weapon/mbuster","Weapon")
BOMT A 0 A_FireCustomMissile("BowlSplodeTest",0,0,8,0)
BOMT A 0 A_TakeInventory("SuperArmTemp",1)
BOMT A 0 A_TakeInventory("GigaAmmo",5)
BOMT MNONM 3
TNT1 A 6
BOMT BA 3
Goto Ready+1
No:
BOMT A 0
Goto Ready+1
}
}

actor TempSplode
{
+NOINTERACTION
-SOLID
+NOGRAVITY
radius 0
height 0
scale 2.5
States
{
Spawn:
//BOMB AA 1
BOMB SS 1
stop
}
}

actor splode
{
PROJECTILE
Height 7
Radius 6
-NOGRAVITY
Speed 30
damage (20)
damagetype "Bomb"
scale 2.5
States
{
Spawn:
BOMB S 0
BOMB S 0 ThrustThingZ(0,20,0,1)
BOMB S 1
Goto Spawn+2
Death:
BOMB S 0 A_Stop
BOMB S 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
BOMB S 0 A_ChangeFlag("NOGRAVITY",1)
BOMB S 0 A_Explode(30, 150, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}

actor hugesplode
{
PROJECTILE
- NOGRAVITY
+RIPPER
+BOUNCEONACTORS
Radius 6
Height 7
scale 2.5
speed 13
damagetype "Bomb"
reactiontime 135
+HEXENBOUNCE
bouncefactor 0.7
States
{
Spawn:
GBOM A 0
GBOM ABCB 1 A_CountDown
Goto Spawn+1
Death:
GBOM A 0 A_Stop
GBOM A 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
GBOM A 0 A_ChangeFlag("NOGRAVITY",1)
GBOM A 0 A_Explode(300, 380, 0)
GBOM A 0 A_SpawnItemEx("hugesplosion",0,0,32)
stop
}
}

actor hugesplosion
{
Scale 10.0
States
{
Spawn:
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}

actor GigaAmmo : Ammo
{
+INVENTORY.IGNORESKILL 
inventory.amount 1
inventory.maxamount 25
}

actor BowlSplodeTest
{
damagetype "Bomb"
PROJECTILE
- NOGRAVITY
+RIPPER
-BOUNCEONACTORS
Radius 6
Height 7
scale 2.5
speed 25
reactiontime 85
+HEXENBOUNCE
bouncefactor 0.4
States
{
Spawn:
BOMB S 0
BOMB S 0 ThrustThingZ(0, 12, 0, 1)
BOMB S 1 A_CountDown
Goto Spawn+2
Death:
BOMB S 0 A_Stop
BOMB S 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
BOMB S 0 A_ChangeFlag("NOGRAVITY",1)
BOMB S 0 A_Explode(50, 150, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}

actor HyperBombBowl : HyperBombC
{
States
{
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(60, 150, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}