actor DangerWrapBoss : MegaBuster
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "%o was burst by %k's Danger Wrap."
weapon.ammotype "BursterAmmo"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
BURM A 1
stop
Ready:
BURX A 0 ACS_ExecuteAlways(998,0,503)
BURX A 0 A_GunFlash
BURX A 0 A_JumpIfInventory("BursterAmmo",2,"Ready2")
BURX A 8 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
BURX A 0 A_GiveInventory("BursterAmmo",1)
Goto Ready+2
Ready2:
BURX A 0 A_JumpIfInventory("BursterAmmo",3,"Ready3")
BURX A 8 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
BURX A 0 A_GiveInventory("BursterAmmo",1)
loop
Ready3:
BURX A 8 A_WeaponReady(WRF_NOSWITCH)
BURX A 0 A_GiveInventory("BursterAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BURX A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BURX A 1 A_Raise
Loop
Fire:
BURX A 0 A_JumpIfNoAmmo("NoAmmo")
BURX A 0 A_PlaySoundEx("weapon/wrapfire","Weapon")
BURX A 0 A_FireCustomMissile("DangerWarp",0,1,8,0)
BURX BC 6
BURX A 13
BURX A 0 A_Refire
Goto Ready+2
Altfire:
BURX A 0 A_JumpIfInventory("Stamina",1,"Bubbles")
goto Ready+2
Bubbles:
BURX A 0 A_JumpIfInventory("BursterAmmo",3,"Bubbles2")
goto Ready+2
Bubbles2:
BURX DE 5
TNT1 A 0 A_FireCustomMissile("DangerBubbleSpawner")
BURX A 0 A_TakeInventory("BursterAmmo",3)
BURX A 0 A_TakeInventory("Stamina",25)
BURX ED 6
BURX A 5
goto Ready+2
NoAmmo:
BURX A 0
//BURX A 1 ACS_Execute(979,0)
Goto Ready+2
Flash:
TNT1 A 1 A_JumpIf(z-floorz<1, "Rest")
loop
Rest:
TNT1 A 1 A_GiveInventory("Stamina",10)
goto Flash
NoFlash:
TNT1 A 0
stop
}
}

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


actor DangerWarp
{
PROJECTILE
Radius 15
Height 12
scale 2.5
speed 15
damagetype "Burst"
States
{
Spawn:
DWAR ABC 5 ThrustThingZ(0,2,0,1)
loop
Death:
DWAR A 0 A_SpawnItemEx("DangerWarpMine",-33,0,0,0,0,0,0)
stop
XDeath:
Crash:
NAPA A 0 A_Stop
NAPA A 0 A_ChangeFlag("NOGRAVITY",1)
NAPA A 0 A_PlaySoundEx("weapon/wrapexplode", "Weapon")
NAPA D 0 A_Explode(40, 128, 0)
NAPA DEFGHIJKLMNOPQRS 1
stop
}
}

actor DangerBubbleSpawner
{
PROJECTILE
Radius 15
Height 12
scale 2.5
speed 64
States
{
Spawn:
TNT1 A 1
loop
Death:
DWAR A 0 A_SpawnItemEx("DangerBubble",32,0,0,0,0,0,0)
stop
XDeath:
Crash:
stop
}
}

//actor DangerBubble
//{
//PROJECTILE
//+SOLID
//damage 0
//height 18
//radius 18
//scale 2.5
//speed 0
//States
//{
//Spawn:
//BMBU A 2 ThrustThingZ(0,2,0,1)
//loop
//Death:
//BMBU C 3
//stop
//}
//}

actor DangerBubble
{
radius 24
-SHOOTABLE
height 4
speed 0
+ACTIVATEMCROSS
scale 2.5
+FORCEYBILLBOARD
+NOGRAVITY
+SOLID
ReactionTime 350
damagetype "Burst"
States
{
Spawn:
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
BMBU A 0 A_Explode(10,30,0)
BMBU AAA 3 ThrustThingZ(0,2,0,1)
Death:
BMBU C 3
stop
}
}

actor DangerWarpMine
{
+MISSILE
-NOGRAVITY
Radius 32
Height 12
scale 2.5
damage (1)
speed 0
damagetype "Burst"
States
{
Spawn:
DWAR D 1
Death:
NAPA A 0 A_Stop
DWAR DEDEDE 3
NAPA A 0 A_PlaySoundEx("weapon/wrapexplode", "Weapon")
NAPA D 0 A_Explode(40, 128, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}