actor DynamiteClusterWep : BaseMM8BDMWep
{
//$Category MM8BDM-Weapons
//$Title Dynamite Cluster
//$Sprite DOSWC0
Weapon.AmmoUse 6
Weapon.AmmoGive 30
Weapon.SlotNumber 6
Inventory.Pickupmessage "$PU_DYNAMITECLUSTER"
Obituary "$OB_DYNAMITECLUSTER"
Tag "$TAG_DYNAMITECLUSTER"
weapon.ammotype "DynamiteClusterAmmo"
inventory.icon "DYNACL"
States
{
SpawnLoop:
DOSW C -1
loop
Ready:
DCLU A 0 ACS_ExecuteAlways(998,0,DOSREBORN_COLOR_DYNA)
DCLU A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DCLU A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DCLU A 1 A_Raise
Loop
Fire:
DCLU A 0 A_JumpIfNoAmmo("NoAmmo")
DCLU A 0 A_PlaySoundEx("weapon/dynamitecluster","Weapon")
DCLU A 0 A_FireCustomMissile("DynamiteCluster",0,1,8,0)
DCLU CCB 3
DCLU M 64
DCLU A 0 A_Refire
Goto Ready+1
NoAmmo:
DCLU A 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor DynamiteClusterWepSH : DynamiteClusterWep replaces DynamiteClusterWep {+INVENTORY.RESTRICTABSOLUTELY Inventory.RestrictedTo megamans}


actor DynamiteClusterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 30
+INVENTORY.IGNORESKILL
}

actor DynamiteCluster
{
PROJECTILE
Radius 9
Height 9
scale 2.5
damagetype "DynamiteCluster"
Obituary "$OB_DYNAMITECLUSTER"
damage (0)
speed 42
-NOGRAVITY
States
{
Spawn:
DCLU DEFG 2
loop
Death:
DCLU D 0 A_Stop
DCLU D 0 A_ChangeFlag("NOGRAVITY",true)
DCLU D 0 A_Explode(66, 96, 0, 0, 16)
DCLU D 0 A_JumpIf(ceilingz-z <= 10, "CeilingDeath")
DCLU D 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,0)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,45)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,12,45)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,90)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,135)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,12,135)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,180)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,225)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,12,225)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,270)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,9,315)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,12,315)
NAPA EFGHIJKLMNOPQRS 1
stop
CeilingDeath:
DCLU D 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,0)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,45)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,-5,45)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,90)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,135)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,-5,135)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,180)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,225)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,-5,225)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,270)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,8,0,-2,315)
DCLU D 0 A_SpawnItemEx("MiniDynamite",0,0,0,4,0,-5,315)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}

actor MiniDynamite
{
PROJECTILE
Radius 5
Height 5
scale 2.5
Wallbouncefactor 0.6
damagetype "DynamiteCluster"
Obituary "$OB_DYNAMITECLUSTER"
damage (0)
speed 10
-NOGRAVITY
+RIPPER
+BOUNCEONWALLS
States
{
Spawn:
DCLU HIJK 2
loop
Death:
DCLU H 0 A_Stop
DCLU D 0 A_ChangeFlag("NOGRAVITY",true)
DCLU H 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
DCLU H 0 A_Explode(27, 64, 0, 0, 32)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}