hcuav29b3.pk3

PK3 4.1 MiB 0 map(s)

Counts

endoom0
graphics0
lumps593
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0028da3c-d07c-42f6-9b77-cc4947bdc26f",
    "sha1": "727b808aa8242e398de1d64610ad9166a26b3f82",
    "sha256": "9c2cd6dcf596720c1d5f35dfc1eb7531b7a88e4a5463df996d441c07385fd907",
    "filenames": [
      "hcuav29b3.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2016-11-29 20:52:40",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2016-11-29 20:52:40",
    "file": {
      "type": "PK3",
      "size": 4322229,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/727b808aa8242e398de1d64610ad9166a26b3f82/727b808aa8242e398de1d64610ad9166a26b3f82.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TEST",
        "TEST2"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 593,
        "maps": 2,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "hcuav29b3",
      "description": "This WAD contains 2 maps, indicating a small-scale project. The content includes a custom weapon called the Planet Cracker, a powerful ion cannon with unique visual and sound effects, suggesting a focus on enhanced firepower. No explicit monster or difficulty data is provided, so the combat profile and challenge level remain unclear. The WAD uses a PK3 format but lacks detailed thematic or texture information, implying a minimal or experimental design. Map progression and structure details are not specified, and no compatibility notes are available. Overall, this appears to be a compact, weapon-centric addon with limited scope and unknown gameplay complexity.",
      "tags": [
        "custom_weapon",
        "experimental",
        "pk3",
        "short_maps",
        "unknown_difficulty"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Decorate/PCracker.txt",
        "contents": "ACTOR PlanetCracker : Weapon 24526\n{\nTag \"Planet Cracker\"\ninventory.pickupsound \"misc/w_pkup\"\ninventory.PickupMessage \"Planet Cracker, the Portable Ion Cannon.\"\nobituary \"%o was definitely charged up positively by %k's concentrated ion struck.\"\nWeapon.UpSound \"Weapons/PlanetCrackerUp\"\nWeapon.SelectionOrder 1\nWeapon.AmmoType \"NewCell\"\nWeapon.AmmoType2 \"NewCell\"\nWeapon.AmmoGive 60\nWeapon.AmmoUse 60\nWeapon.AmmoUse2 60\nWeapon.Kickback 100\nWeapon.SlotNumber 8\nWeapon.PreferredSkin \"BFG9500-Marine\"\nStates\n{\nSpawn:\nIONG X -1\nStop\n\nReady:\nIONG A 1 A_Weaponready\nLoop\n\nDeselect:\nIONG A 0 A_PlayWeaponSound(\"PlanetCrackerDown\")\nIONG A 2 A_Lower\nGoto Deselect+1\nSelect:\nIONG A 2 A_Raise\nLoop\n\nDeselect:\nIONG A 0 A_PlaySound(\"Weapons/PlanetCrackerDown\",0)\nIONG A 2 A_Lower\nGoto Deselect+1\nSelect:\nIONG A 2 A_Raise\nLoop\nFire:\nIONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\nIONZ A 0 A_FireCustomMissile(\"PlanetBeam\", 0, 1, 15, 10)\nIONZ A 0 A_Recoil(30)\nTNT1 A 0 A_Quake(7,25,0,2,0)\nIONG A 0 A_SetBlend(\"Blue\",0.1,40)\nIONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF A 0 A_ZoomFactor(0.985)\nIONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF B 0 A_ZoomFactor(0.965)\nIONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF C 0 A_ZoomFactor(0.92)\nIONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF D 0 A_ZoomFactor(0.85)\nIONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF E 0 A_ZoomFactor(0.8)\nIONF F 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF F 0 A_ZoomFactor(0.825)\nIONF G 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF G 0 A_ZoomFactor(0.85)\nIONF F 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF F 0 A_ZoomFactor(0.875)\nIONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF E 0 A_ZoomFactor(0.9)\nIONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF D 0 A_ZoomFactor(0.925)\nIONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF C 0 A_ZoomFactor(0.95)\nIONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF B 0 A_ZoomFactor(0.975)\nIONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONF A 0 A_ZoomFactor(1)\nIONG AAAAA 3 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\nIONG A 0 A_PlaySoundEx(\"weapons/PlanetCrackerReload\",\"SoundSlot5\")\nIONR ABC 2\nIONR DEFDEFDEF 2\nIONR CBA 2\nIONG A 10\nGoto Ready\n}\n}\n\nACTOR DullInheritance\n{\n    RenderStyle Add\n    +NOINTERACTION\n    +NOGRAVITY\n}\n\nACTOR PlanetBeam : FastProjectile\n{\n  Speed 100\n  Radius 19\n  Height 10\n  Damage 0\n  Renderstyle Add\n  +RIPPER\n  -CANNOTPUSH\n  -NODAMAGETHRUST\n  +EXTREMEDEATH\n  +FORCERADIUSDMG\n  +EXPLODEONWATER\n  +DONTBLAST\n  DeathSound \"\"\n  MissileType \"PlanetBeamTrail\"\n  Scale 0.2\n  states\n  {\n  Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_Explode(3000,92,0,0)\n      Loop\n  Death:\n      TNT1 A 0 A_PlaySoundEx(\"PlanetCrackerImpact\",\"Normal\")\n      TNT1 A 0 A_Explode(5000,256,0,1)\n      TNT1 A 0 A_BFGSpray(\"PlanetCrackerProjectileSpray\",30,30)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact1\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact2\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact3\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"IonRainFlare\",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,0,0)\n      TNT1 A 1 A_SpawnItemEx(\"PlanetCrackerBeamHit\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 AAAAAAAAAAA 1 A_SpawnItemEx(\"IonRainFlare\",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,0,0)\n      Stop\n  }\n}\n\nACTOR PlanetCrackerProjectileSpray : DullInheritance\n{\n    Scale 1\n    Alpha 1\n    Renderstyle Normal\n+CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItemEx(\"PlanetBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerMiniImpact\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 AAAAAAA 1 A_SpawnItemEx(\"IonRainFlare\",random(-50,50),random(-50,50),random(-15,25),0,0,frandom(1,2),0,0,0)\n      Stop\n    }\n}\n\nACTOR PlanetCrackerImpact1\n{\n  +NOGRAVITY\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  Renderstyle Add\n  Alpha 0.99\n  Scale 0.5\n  States\n  {\n  Spawn:\n  TNT1 A 2\n  Looplet:\n  TNT1 A 0 //A_SetScale(ScaleX +0.04, ScaleY +0.04)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerImpact2 : PlanetCrackerImpact1\n{\n  Scale 0.75\n  Alpha 0.8\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n  TNT1 A 4\n  Looplet:\n  TNT1 A 0 //A_SetScale(ScaleX +0.05, ScaleY +0.05)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerImpact3 : PlanetCrackerImpact1\n{\n  Scale 0.9\n  Alpha 0.7\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n  TNT1 A 6\n  Looplet:\n  TNT1 A 0 //A_SetScale(ScaleX +0.06, ScaleY +0.06)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerMiniImpact : PlanetCrackerImpact1\n{\n  Scale 0.2\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n  TNT1 A 2\n  Looplet:\n  TNT1 A 0 //A_SetScale(ScaleX +0.05, ScaleY +0.05)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerBeamHit\n{\n    Projectile\n    Scale 2.5\n    Alpha 0.8\n    RenderStyle Add\n    +NOINTERACTION\n+CLIENTSIDEONLY\n    +NOGRAVITY\n    States\n    {\n    Spawn:\n      PBOM ABCDEFGHIJKLMN 1 BRIGHT //A_SetScale(ScaleX +0.06, ScaleY +0.06)\n      Stop\n    }\n}\n\nACTOR PlanetSmoke\n{\nRadius 1\nHeight 1\nRenderStyle ADD\nAlpha.3\nScale.2\nSpeed 0.65\n+NOGRAVITY\n+NOBLOCKMAP\n+FLOORCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nISMK ABCDEFGHIJKLMNOP 3\nStop\n}\n}\n\nACTOR PlanetSmoke2 : PlanetSmoke\n{\nSpeed 1\n}\n\nACTOR PlanetSmoke3 : PlanetSmoke\n{\nSpeed 0.35\n}\n\n//Trails\n\nACTOR PlanetBeamTrail\n{\n  RenderStyle Add\n  Alpha 0.75\n  Scale 0.15\n  +NOCLIP\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    BLUF A 0\n    BLUF A 0 A_SpawnItemEx(\"PlanetCrackerProjectileTrail1\", random(15,-15), random(15,-15), random(15,-15), 0, 0, 0, 0, 128, 0)\n  Looplet:\n    BLUF A 0 //A_SetScale(ScaleX -0.006, ScaleY -0.006)\n    BLUF A 2 bright A_FadeOut(0.05)\n    Loop\n  }\n}\n\nACTOR PlanetBeamTrailSmall : PlanetBeamTrail\n{\n  Scale 0.05\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    BLUF A 0\n    BLUF A 2 bright A_FadeOut(0.05)\n    Wait\n  }\n}\n\nACTOR PlanetCrackerProjectileTrail1 : DullInheritance\n{\n    Scale 1\n    Alpha 0.25\n+CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n      PBOM EFGHIJKLMN 2 BRIGHT\n      Stop\n    }\n}\n\nACTOR PlanetCrackerProjectileTrail2 : DullInheritance\n{\n    Scale 2\n    Alpha 0.5\n+CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n      PLNS ABCDEFGHIJKLMNOP 3 BRIGHT A_ChangeVelocity (1, frandom(-3, 3), frandom(-3, 3), 1)\n      Stop\n    }\n}\n\n//Fire smoke\n\nACTOR PlanetCrackerSmokeSpawner\n{\n    Radius 1\n    Height 1\n    Speed 25\n+CLIENTSIDEONLY\n    PROJECTILE\n    States\n    {\n    Spawn:\nTNT1 A 1\nTNT1 A 0 A_Die\nGoto Death\n    Death:\nTNT1 AAAAA 0 A_CustomMissile(\"PlanetSmoke\",0, 0, random(-90, 90), 2, random(-90, 90))\nTNT1 AAAAA 0 A_CustomMissile(\"PlanetSmoke2\",0, 0, random(-90, 90), 2, random(-90, 90))\nTNT1 AAAAA 0 A_CustomMissile(\"PlanetSmoke3\",0, 0, random(-90, 90), 2, random(-90, 90))\nStop\n    }\n}\n\nACTOR PlanetCrackerProjectileBoom : DullInheritance\n{\n    Projectile\n    Scale 2\n    Alpha 0.5\n+CLIENTSIDEONLY\n    Renderstyle Add\n    States\n    {\n    Spawn:\n      PULS ABCDEFGHIJKLMNOPQRST 2 BRIGHT\n      Stop\n    }\n}\n\nActor IonRain\n{\n +NoInteraction\n Height 3\n Radius 2\n RenderStyle Add\n Scale 0.1\n +CLIENTSIDEONLY\n reactiontime 11\n States\n {\n  Spawn:\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 2 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_Countdown\n   loop\n  Death:\n   TNT1 A 0\n   stop\n }\n}\n\nactor IonRainFlare\n{\n  RenderStyle Add\n  alpha 1\n  +NOINTERACTION\n  +RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  Scale 0.1\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_ChangeVelocity (frandom(-0.2, 0.2), frandom(-0.2, 0.2), frandom(-0.1, 0.1), 0)\n    //TNT1 A 0 A_CustomMissile(\"PlanetCrackerIonBolter\",0,0,random(0,360),4,random(45,0))\n    PBAL B 5 bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nactor PlanetCrackerIonBolter\n{\n  Radius 11\n  Height 8\n  Scale 0.1\n  Speed 45\n  Damage 1\n  Projectile\n  Renderstyle Add\n  +NOGRAVITY\n  +FORCERADIUSDMG\n  Obituary \"%o was neutralized %k's ion storm.\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 A_ChangeVelocity (frandom(-16, 16), frandom(-16, 16), frandom(-6,6), 1)\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"IonBolt\",0,0,0,0,0,0,0,128,0)\n    PBOM ABCDEF 1 Bright\n    PBOM GHIJKLMN 1 Bright\n    stop\n  }\n}\n\nACTOR IonBolt\n{\n+NOINTERACTION\n+NOCLIP\n +FORCEXYBILLBOARD\n  +FORCERADIUSDMG\nRenderstyle Add\n XScale 0.05\n YScale 4.0\n Alpha 0.5\nStates\n{\nSpawn:\nSBBL A 0\nSBBL AAAAAAAAAA 1 A_FadeIn(0.1)\n    TNT1 A 0 A_SpawnItemEx(\"IonBoltHitFlare\",0,0,10,0,0,0,0,128,0)\nLooper:\nSBBL A 0 A_SpawnItemEx(\"BeamFire\", 0, 0, 0, 0.01 * Random(-10, 10), 0.01 * Random(-10, 10), 0.01 * Random(0, 125), 0, 128, 0)\nSBBL A 0 A_Explode(1000,64,0,1)\nSBBL A 1 Bright A_FadeOut(0.1)\nLoop\n}\n}\n\nACTOR IonBoltHitFlare\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nRenderstyle Add\n  Scale 0.1\nStates\n{\nSpawn:\nTNT1 A 0\nBLUF A 2 A_Fadeout(0.05)\nWait\n}\n}\n\n//Supercharged shot\nACTOR PlanetBeamHyper : FastProjectile\n{\n  Speed 400\n  Radius 19\n  Height 10\n  Damage 0\n  Decal BFGScorch\n  Renderstyle Add\n  +RIPPER\n  -CANNOTPUSH\n  -NODAMAGETHRUST\n  +EXTREMEDEATH\n  +FORCERADIUSDMG\n  +DONTBLAST\n  DeathSound \"\"\n  MissileType \"PlanetBeamTrail\"\n  DamageType \"Superweapon\"\n  Scale 0.2\n  states\n  {\n  Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_Explode(9000,128,0,0)\n      Loop\n  Death:\n      TNT1 A 0 A_StopSoundEx(\"Body\")\n      TNT1 A 0 A_PlaySound(\"PlanetCrackerBoom\",6)\n      TNT1 A 0 A_BFGSpray(\"PlanetCrackerProjectileSpray\",30,30)\n      TNT1 A 0 A_Explode(75000,256,0,1)\n      PBAL BBBBBBBBBB 0 A_SpawnItemEx(\"PlanetCrackerProjectileBoom\", 0, 0, 0, 0.1*random(20,15), 0.1*random(25,15), 2+random(1,-1), 0, 128, 0)\n      PBAL BBBBBBBBBBBBBBBBBB 1 A_SpawnItemEx(\"PlanetCrackerProjectileBoom\", 0, 0, 0, random(3,2), random(3,2), 3+random(3,2), 0, 128, 0)\n      TNT1 AAAAAAAAAA 10 A_SpawnItemEx(\"PlanetCrackerHyperBolter\",0,0,10,10,10,0,random(0,359),0,0)\n      Stop\n  }\n}\n\n//Orbiters\n\nactor PlanetOrbiter1 : FastProjectile\n{\n  Speed 75\n  Radius 12\n  Height 8\n  WeaveIndexXY 0\n  WeaveIndexZ 48\n  Renderstyle Normal\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  Scale 1\n  MissileType \"PlanetBeamTrailSmall\"\n  States\n  {\n  Spawn:\n    TNT1 AA 1 A_Weave(1.5, 1.5, 2.5, 2.5)\n    Loop\n  Death:\n    TNT1 A 1\n    stop\n  }\n}\n\nACTOR PlanetOrbiter2 : PlanetOrbiter1 { WeaveIndexXY 21  WeaveIndexZ 5 }\nACTOR PlanetOrbiter3 : PlanetOrbiter1 { WeaveIndexXY 42  WeaveIndexZ 26 }\n\nactor PlanetCrackerHyperBolter\n{\n  Radius 11\n  Height 8\n  Scale 0.1\n  Speed 45\n  Damage 1\n  Projectile\n  ReactionTime 20\n  Renderstyle Add\n  +NOGRAVITY\n  +FORCERADIUSDMG\n  +NOCLIP\n  Obituary \"%o was neutralized %k's ion storm.\"\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Countdown\n    TNT1 A 1 A_ChangeVelocity (frandom(-32, 32), frandom(-32, 32), frandom(-6, 6), 1)\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"HyperBombing\",0,0,0,0,0,0,0,0,0)\n    PBOM ABCDEF 1 Bright\n    PBOM GHIJKLMN 1 Bright\n    stop\n  }\n}\n\nACTOR HyperBombing\n{\n+NOINTERACTION\n+NOCLIP\nRenderstyle Add\nDamageType \"Superweapon\"\nStates\n{\nSpawn:\n      TNT1 A 0 A_StopSoundEx(\"Body\")\n      TNT1 A 0 A_Explode(75000,256,0,1)\n      PBAL B 28\n      PBAL BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_SpawnItemEx(\"BeamFire\", 0, 0, 0, 0.1*Random(-3,3), 0.1*Random(-3, 3), 0.01*Random(20, 30), random(0,359), 0, 0)\n      PBAL B 1 A_SpawnItemEx(\"BlueStrike\",0,0,100,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n      PBAL B 1 A_FadeOut(0.05)\n      Wait\n}\n}"
      }
    ]
  },
  "maps": []
}

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