actor NapalmBombBoss2 : MegaBuster
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was destroyed by %k's Napalm Bomb."
weapon.ammotype "NapalmClassAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOAUTOAIM
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
NPAR A 0 ACS_ExecuteAlways(998,0,53)
NPAR A 0 A_JumpIfInventory("NapalmClassAmmo",2,"Ready2")
NPAR A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
NPAR A 0 A_GiveInventory("NapalmClassAmmo",1)
goto Ready+1
Ready2:
NPAR A 0 A_JumpIfInventory("NapalmClassAmmo",10,"Ready3")
NPAR A 10 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
NPAR A 0 A_GiveInventory("NapalmClassAmmo",1)
loop
Ready3:
NPAR A 10 A_WeaponReady(WRF_NOSWITCH)
NPAR A 0 A_GiveInventory("NapalmClassAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NPAR A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NPAR A 1 A_Raise
Loop
Fire:
NPAR A 0 A_JumpIfNoAmmo("NoAmmo")
NPAR A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
NPAR A 0 A_FireCustomMissile("NapalmBombClass",0,1,8,0)
NPAR BC 2
NPAR A 14
NPAR A 0 A_Refire
Goto Ready+1
Altfire:
NPAR A 0 A_JumpIfNoAmmo("NoAmmo")
NPAR A 0 A_JumpIfInventory("NapalmClassAmmo",10,"MissileLaunch")
/*NPAR A 0 SetPlayerProperty(0,0,0)
NPAR A 10
NPAR A 0 A_Refire*/
Goto Ready+1
MissileLaunch:
//NAPA T 0 A_JumpIfInventory("NapalmTrigger",1,"Fired")
//NAPA T 0 A_GiveInventory("NapalmTrigger",1)
NPAR A 0 A_JumpIfNoAmmo("NoAmmo")
NPAR A 2 A_SpawnItemEx("HardKnuckleFX",0,0,64,0,0,0)
NPAR A 1 A_PlaySoundEx("weapon/mbuster","Weapon")
NPAR A 0 SetPlayerProperty(0,1,0)
NPAR A 1 A_FireCustomMissile("NapalmMissileClass",0,0,0,32)
NPAR A 0 A_TakeInventory("NapalmClassAmmo",10)
NPAR A 8
NPAR A 0 SetPlayerProperty(0,0,0)
NPAR A 1 A_Refire
Goto Ready+1
/*Fired:
NAPA T 2
NAPA T 0 A_TakeInventory("NapalmTrigger",999)
NAPA T 0 A_Refire
Goto Ready+1*/
NoAmmo:
NPAR A 0
//NPAR A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor NapalmBombBoss : MegaBuster
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was destroyed by %k's Napalm Bomb."
weapon.ammotype "NapalmClassAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOAUTOAIM
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
NPER A 0 ACS_ExecuteAlways(998,0,503)
NPER A 0 A_JumpIfInventory("NapalmClassAmmo",2,"Ready2")
NPER A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
NPER A 0 A_GiveInventory("NapalmClassAmmo",1)
goto Ready+1
Ready2:
NPER A 0 A_JumpIfInventory("NapalmClassAmmo",10,"Ready3")
NPER A 10 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
NPER A 0 A_GiveInventory("NapalmClassAmmo",1)
loop
Ready3:
NPER A 10 A_WeaponReady(WRF_NOSWITCH)
NPER A 0 A_GiveInventory("NapalmClassAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NPER A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NPER A 1 A_Raise
Loop
Fire:
NPAR A 0 A_JumpIfNoAmmo("NoAmmo")
NPAR A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
NPAR A 0 A_FireCustomMissile("NespalmBombClass",0,1,8,0)
NPER BC 2
NPER A 14
NPAR A 0 A_Refire
Goto Ready+1
Altfire:
NPAR A 0 A_JumpIfNoAmmo("NoAmmo")
NPAR A 0 A_JumpIfInventory("NapalmClassAmmo",10,"MissileLaunch")
/*NPAR A 0 SetPlayerProperty(0,0,0)
NPER A 10
NPAR A 0 A_Refire*/
Goto Ready+1
MissileLaunch:
//NAPA T 0 A_JumpIfInventory("NapalmTrigger",1,"Fired")
//NAPA T 0 A_GiveInventory("NapalmTrigger",1)
NPAR A 0 A_JumpIfNoAmmo("NoAmmo")
NPER A 2 A_SpawnItemEx("HardKnuckleFX",0,0,64,0,0,0)
NPER A 1 A_PlaySoundEx("weapon/mbuster","Weapon")
NPAR A 0 SetPlayerProperty(0,1,0)
NPER A 1 A_FireCustomMissile("NapalmMissileClass",0,0,0,32)
NPAR A 0 A_TakeInventory("NapalmClassAmmo",10)
NPER A 8
NPAR A 0 SetPlayerProperty(0,0,0)
NPER A 1 A_Refire
Goto Ready+1
/*Fired:
NAPA T 2
NAPA T 0 A_TakeInventory("NapalmTrigger",999)
NAPA T 0 A_Refire
Goto Ready+1*/
NoAmmo:
NPER A 0
//NPER A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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


actor NapalmMissileClass
{
PROJECTILE
Radius 8
Height 7
Scale 2.5
Speed 30
Damage 0
damagetype "Napalm"
Obituary "%o was obliterated by %k's Napalm Missile."
States
{
Spawn:
NAMI A 0
NAMI A 0 A_PlaySoundEx("weapon/drillfly","Weapon")
NAMI A 10
loop
Death:
NAMI A 0 A_Stop
NAMI A 0 A_PlaySoundEx("weapon/drillexplode", "Weapon")
NAMI A 0 A_Explode(45, 128, 0)
TNT1 A 2 A_SpawnItem("DrillExplode")
stop
}
}

/*actor NapalmTrigger : Ammo
{
inventory.amount 1
inventory.maxamount 1
}*/

actor NespalmBombClass : NapalmBombC
{
speed 25
wallbouncefactor 0.5
States
{
Spawn:
NAPA A 0
NAPA A 0 ThrustThingZ(0, 25, 0, 1)
NAPA A 0 A_CountDown
NAPA ABCD 4
Goto Spawn+2
Death:
NAPA A 0 A_Stop
NAPA A 0 A_PlaySoundEx("weapon/napalm", "Weapon")
NAPA A 0 A_ChangeFlag("NOGRAVITY",1)
NAPA D 0 A_Explode(35, 128, 0)
NAPA DEFGHIJKLMNOPQRS 2
stop
}
}

actor NapalmBombClass : NespalmBombClass
{
States
{
Spawn:
NAPC A 0
NAPC A 0 ThrustThingZ(0, 25, 0, 1)
NAPC A 0 A_CountDown
NAPC ABCD 4
Goto Spawn+2
Death:
NAPC A 0 A_Stop
NAPC A 0 A_PlaySoundEx("weapon/napalm", "Weapon")
NAPC A 0 A_ChangeFlag("NOGRAVITY",1)
NAPC D 0 A_Explode(35, 128, 0)
NAPA EFGHIJKLMNOPQRS 2
stop
}
}