actor DarkTankBoss : MegaBuster
{
Weapon.AmmoUse 0
Weapon.AmmoGive 14
Weapon.SlotNumber 1
Obituary "%o was mowed down by %k's Dark Tank Buster."
Inventory.Pickupmessage "no"
weapon.ammotype "DarkDashAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
States
{
Spawn:
TNT1 A 0
stop
Ready:
DKC1 A 0 ACS_ExecuteAlways(998,0,261)
DKC1 A 0 A_GunFlash
DKC1 A 0 A_JumpIf(momz==0, "Ready2")
DKC1 B 0 SetPlayerProperty(0,0,3)
//DKC1 A 0 A_JumpIfInventory("Health",100,"Remove")
//DKC1 A 0 A_JumpIfHealthLower(41,"Speedup3")
//DKC1 A 0 A_JumpIfHealthLower(61,"Speedup2")
DKC1 A 1 A_WeaponReady(WRF_NOSWITCH)
DKC1 A 0
Goto Ready+2
Ready2:
//DKC1 B 0 SetPlayerProperty(0,0,3)
DKC1 A 1 A_WeaponReady(WRF_NOSWITCH)
DKC1 A 0 A_GiveInventory("DarkDashAmmo",1)
DKC1 A 0
Goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DKC1 A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DKC1 A 1 A_Raise
Loop
Fire:
DKC1 B 0 SetPlayerProperty(0,0,3)
DKC1 A 0 A_JumpIfHealthLower(21,"Fire5")
DKC1 A 0 A_JumpIfHealthLower(41,"Fire4")
DKC1 A 0 A_JumpIfHealthLower(61,"Fire3")
DKC1 A 0 A_JumpIfHealthLower(81,"Fire2")
/*DKC1 A 0 A_JumpIfHealthLower(13,"Fire8")
DKC1 A 0 A_JumpIfHealthLower(25,"Fire7")
DKC1 A 0 A_JumpIfHealthLower(38,"Fire6")
DKC1 A 0 A_JumpIfHealthLower(50,"Fire5")
DKC1 A 0 A_JumpIfHealthLower(63,"Fire4")
DKC1 A 0 A_JumpIfHealthLower(75,"Fire3")
DKC1 A 0 A_JumpIfHealthLower(88,"Fire2")*/
Goto Fire1
Fire1:
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShot",0,0,8,0)
DKC1 DDDCCC 1
DKC1 C 5
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShot",0,0,-8,0)
DKC1 BBBCCC 1
DKC1 C 5
Goto FireEnd
Fire2: 
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShot",0,0,8,0)
DKC1 DDCCC 1
DKC1 C 5
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShot",0,0,-8,0)
DKC1 BBCCC 1
DKC1 C 5
Goto FireEnd
Fire3: 
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,8,0)
DKC1 DDCCC 1
DKC1 C 4
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,-8,0)
DKC1 BBCCC 1
DKC1 C 4
Goto FireEnd
Fire4: 
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,8,0)
DKC1 DDCC 1
DKC1 C 4
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,-8,0)
DKC1 BBCC 1
DKC1 C 4
Goto FireEnd
Fire5: 
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,8,0)
DKC1 DDCC 1
DKC1 C 3
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,-8,0)
DKC1 BBCC 1
DKC1 C 3
Goto FireEnd
Fire6: 
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,8,0)
DKC1 DCC 1
DKC1 C 3
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotM",0,0,-8,0)
DKC1 BCC 1
DKC1 C 3
Goto FireEnd
Fire7: 
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotR",0,0,8,0)
DKC1 DCC 1
DKC1 C 2
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotR",0,0,-8,0)
DKC1 BCC 1
DKC1 C 2
Goto FireEnd
Fire8:
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotR",0,0,8,0)
DKC1 DC 1
DKC1 C 2
DKC1 B 0 A_PlaySoundEx("weapon/napalm","Weapon")
DKC1 A 0 A_FireCustomMissile("DarkBusterShotR",0,0,-8,0)
DKC1 BC 1
DKC1 C 2
Goto FireEnd
FireEnd:
DKC1 A 0 A_GiveInventory("DarkDashAmmo",1)
DKC1 A 0 A_Refire
Goto Ready+2
AltFire:
//DKC1 B 0 SetPlayerProperty(0,0,3)
DKC1 A 1 A_JumpIfInventory("DarkDashAmmo",1,"DarkDash")
goto Ready+2
DarkDash:
//DKC1 B 0 SetPlayerProperty(0,1,3)
DKC1 B 0 A_Recoil(-2)
DKC1 B 0 ThrustThingZ(0, 4, 0, 1)
DKC1 B 0 A_PlaySoundEX("weapon/superboost", "Weapon")
DKC1 B 0 A_SpawnItemEX("BoosterFX", 0, -10, 0, 0, 0, 0, 0, 0)
DKC1 A 1 A_SpawnItemEX("BoosterFX", 0, 10, 0, 0, 0, 0, 0, 0)
DKC1 B 0 ThrustThingZ(0, 4, 0, 1)
DKC1 B 0 A_PlaySoundEX("weapon/superboost", "Weapon")
DKC1 B 0 A_SpawnItemEX("BoosterFX", 0, -10, 0, 0, 0, 0, 0, 0)
DKC1 A 1 A_SpawnItemEX("BoosterFX", 0, 10, 0, 0, 0, 0, 0, 0)
DKC1 B 0 ThrustThingZ(0, 4, 0, 1)
DKC1 B 0 A_PlaySoundEX("weapon/superboost", "Weapon")
DKC1 B 0 A_SpawnItemEX("BoosterFX", 0, -10, 0, 0, 0, 0, 0, 0)
DKC1 A 1 A_SpawnItemEX("BoosterFX", 0, 10, 0, 0, 0, 0, 0, 0)
DKC1 B 0 ThrustThingZ(0, 3, 0, 1)
DKC1 B 0 A_TakeInventory("DarkDashAmmo", 2)
DKC1 B 0 A_Refire
goto Ready+2
NoAmmo:
Goto Ready+2
/*Speedup2:
DKC1 A 0 A_GiveInventory("DarkDash1",1)
goto Ready+1
Speedup3:
DKC1 A 0 A_GiveInventory("DarkDash2",1)
goto Ready+1*/
/*Remove:
DKC1 A 0 A_TakeInventory("DarkDash1",999)
DKC1 A 0 A_TakeInventory("DarkDash2",999)
Goto Ready+5*/
Flash:
TNT1 A 1 ACS_ExecuteAlways(191,0,2)
loop
}
}

actor DarkDashAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 14
}


actor DarkBusterShot
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
radius 16
height 16
speed 20
scale 2.5
damage (12)
damagetype "Buster"
States
{
Spawn:
DSHO A 3
loop
Death:
DSHO A 1
stop
}
}

actor DarkBusterShotM : DarkBusterShot
{
damage (12)
speed 25
}

actor DarkBusterShotR : DarkBusterShot
{
damage (12)
speed 30
}

actor DarkDash1 : PowerSpeed
{
Speed 1.25
powerup.duration 999
}

actor DarkDash2 : PowerSpeed
{
Speed 1.8
powerup.duration 999
}