Counts

endoom0
graphics0
lumps132
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0064b65a-1080-4f9f-88a9-bb29202ff8a9",
    "sha1": "11d5969a4b4bf96dfe3bd0f66a39c5e774dedef3",
    "sha256": "1093d6345287b3e5bb6fa09580b44e8a2eef7f439ba0824a437575764e765e15",
    "filenames": [
      "ro_pb_2.2_zan_01_yamato_5shots_20altfire_altxyz_v2.3.1.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2018-02-03 13:43:46",
      "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": "2018-02-03 13:43:46",
    "file": {
      "type": "PK3",
      "size": 3578532,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/11d5969a4b4bf96dfe3bd0f66a39c5e774dedef3/11d5969a4b4bf96dfe3bd0f66a39c5e774dedef3.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 132,
        "maps": 0,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "Yamato Cannon Weapon Mod",
      "description": "This WAD is a single-weapon modification adding the Yamato Cannon with multiple firing modes and unique sound and lighting effects. It contains no maps or gameplay levels, focusing entirely on weapon behavior and aesthetics. The mod features custom DECORATE definitions, GLDEFS lighting effects, and detailed sound scripts to enhance the weapon experience. It is compatible with Doom engine ports supporting these scripting features and does not alter monster or map content.",
      "tags": [
        "boom_compatible",
        "custom_lighting",
        "custom_sounds",
        "no_maps",
        "single_weapon",
        "weapon_mod"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#include \"Weapon/Yamato.txt\"\n#include \"Weapon/YamatoAltFire.txt\""
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "#include \"GLDEFS/Yamato.txt\""
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//Yamato Cannon\t\t//8H\nWeapons/YamatoGun\t\tYAMAGUN\nWeapons/YamatoLoop\t\tYAMALOOP\nWeapons/YamatoCharge\t\tYAMACHRG\nWeapons/YamatoFire\t\tYAMAFIRE\nWeapons/YamatoHizz\t\tYAMAHIZZ\nWeapons/YamatoBlast\t\tYAMABLST\nWeapons/YamatoUp\t\tYAMAUP\nWeapons/YamatoDown\t\tYAMADOWN\nWeapons/YamatoLoad\t\tYAMALOAD\nWeapons/YamatoPut\t\tYAMAPUT\n\n$rolloff Weapons/YamatoHizz 5100 12200\n$rolloff Weapons/YamatoBlast 5100 12200\n\n$random Weapons/YamatoExp { Weapons/YamatoExp1 Weapons/YamatoExp2 Weapons/YamatoExp3 Weapons/YamatoExp4 Weapons/YamatoExp5 Weapons/YamatoExp6 }\nWeapons/YamatoExp1\t\tYAMAEX01\nWeapons/YamatoExp2\t\tYAMAEX02\nWeapons/YamatoExp3\t\tYAMAEX03\nWeapons/YamatoExp4\t\tYAMAEX04\nWeapons/YamatoExp5\t\tYAMAEX05\nWeapons/YamatoExp6\t\tYAMAEX06\n\nWeapons/YamatoJumpOn\tYAMAJON\nWeapons/YamatoJumpOff\tYAMAJOFF\nWeapons/YamatoTeleport\tYAMATELE\n\n//Yamato taunts\n$random m_yamato_taunt { YamTau1 YamTau2 YamTau3 YamTau4 YamTau5 YamTau6 YamTau7 }\nYamTau1 YamTau1\nYamTau2 YamTau2\nYamTau3 YamTau3\nYamTau4 YamTau4\nYamTau5 YamTau5\nYamTau6 YamTau6\nYamTau7 YamTau7"
      },
      {
        "source": "pk3",
        "name": "GLDEFS/Yamato.txt",
        "contents": "/*pointlight YAMBLAST\n{\n    color 1.0 0.0 0.0\n    size 256\n}\n\nobject YamatoExplode\n{\n    frame YAE2 { light YAMBLAST }\n}\n\nobject YamatoExplodeFade\n{\n   frame YAE2 { light YAMBLAST }\n}*/\n\npointlight YAMATOBOMB\n{\n    color 1.0 0.0 0.0\n    size 256\n}\n\nobject YamatoBomb\n{\n    frame YAS3 { light YAMATOBOMB }\n}\n\npointlight YAMATOBOMBTRAIL1\n{\n    color 1.0 0.0 0.0\n    size 192\n}\n\npointlight YAMATOBOMBTRAIL2\n{\n    color 1.0 0.0 0.0\n    size 164\n}\n\nobject YamatoBombTrail2\n{\n    frame YAE1 { light YAMATOBOMBTRAIL1 }\n    frame YAS2 { light YAMATOBOMBTRAIL2 }\n}"
      },
      {
        "source": "pk3",
        "name": "Weapon/Yamato.txt",
        "contents": "// Inventory type is Doomkey as it resets on every level\n// Generally use Inventory +UNDROPPABLE flag, but MOP ACS need add to drop this on next level\n\nACTOR Yamato_Nuke_Used : Doomkey\n{ Inventory.MaxAmount 5 }\nACTOR Yamato_AltNuke_Used : Doomkey\n{ Inventory.MaxAmount 20 }\nACTOR Yamato_AltFireX_Used : Doomkey\n{ Inventory.MaxAmount 300 }\nACTOR Yamato_AltFireY_Used : Doomkey\n{ Inventory.MaxAmount 150 }\nACTOR Yamato_AltFireZ_Used : Doomkey\n{ Inventory.MaxAmount 50 }\n\n//Main weapon settings\nACTOR CustWeapon1 : Weapon 24513\n{\n   Inventory.PickupMessage \"Weapon of last resort. Use in extreme cases.\"\n   Obituary \"%o was battlecruiser operationed by %k's ''Yamato'' cannon.\"\n   Weapon.SelectionOrder 8000\n   Weapon.AmmoType \"MCell\"\n   Weapon.AmmoGive 300\n   Weapon.AmmoUse 50\n   Weapon.AmmoType2 \"MCell\"\n   Weapon.AmmoUse2 50\n   Weapon.Kickback 100\n   Weapon.PreferredSkin \"BFG10kMarine\" //added\n   +NOAUTOFIRE\n   +NOALERT\n   +WEAPON.NOAUTOAIM //added\n   +EXTREMEDEATH //added\n   Scale 0.8\n\n   States\n   {\n   Select:\n      YAMA A 1 ACS_executeAlways(480,0,8,0,0)\n\t  YAMA A 0 A_PlaySoundEx(\"Weapons/YamatoGun\",\"Weapon\")\n\t  YAMA A 0 A_PlaySoundEx(\"m_yamato_taunt\",\"Weapon\")\n   sel:\n\t  YAMA A 0\n\t  YAMA A 1 A_Raise\n\t  LOOP\n   Ready:\n\t  YAMG A 2 A_WeaponReady\n\t  YAMG A 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG B 2 A_WeaponReady\n\t  YAMG B 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG C 2 A_WeaponReady\n\t  YAMG C 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG D 2 A_WeaponReady\n\t  YAMG D 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  //YAMG E 2 A_WeaponReady\n\t  //YAMG E 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG F 2 A_WeaponReady\n\t  YAMG F 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG G 2 A_WeaponReady\n\t  YAMG G 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG H 2 A_WeaponReady\n\t  YAMG H 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG I 2 A_WeaponReady\n\t  YAMG I 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG J 2 A_WeaponReady\n\t  YAMG J 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG K 2 A_WeaponReady\n\t  YAMG K 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG L 2 A_WeaponReady\n\t  YAMG L 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG M 2 A_WeaponReady\n\t  YAMG M 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG N 2 A_WeaponReady\n\t  YAMG N 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  YAMG O 2 A_WeaponReady\n\t  YAMG O 0 A_jumpifinventory(\"kicking\",1,\"dokick\")\n\t  Loop\n   Deselect:\n      YAMA Y 1 A_Lower\n      Loop\n   NukeOveruse:\n\t  YAMG A 1 A_Print(\"5 Nukes already used in this level\")\n\t  Goto Ready\n   AltNukeOveruse:\n\t  YAMG A 1 A_Print(\"20 Mini Nukes already used in this level\")\n\t  Goto Ready\n   AltFireXOveruse:\n\t  YAMG A 1 A_Print(\"300 Stream X shots already used in this level\")\n\t  Goto Ready\n   AltFireYOveruse:\n\t  YAMG A 1 A_Print(\"150 Rapid Y shots already used in this level\")\n\t  Goto Ready\n   AltFireZOveruse:\n\t  YAMG A 1 A_Print(\"50 Thunderbolt Z shots already used in this level\")\n\t  Goto Ready\n   RankTooLow:\n\t  YAMG A 1 A_Print(\"Marine, first rank to colonel :)\")\n\t  Goto Ready\n   NotChargedOnLevel:\n   \t  YAMG A 1 A_Print(\"Yamato charged after 90 seconds from level start\")\n\t  Goto Ready\n   Fire:\n   \t\t\tYAMG A 0 A_JumpIfInventory (\"PM_AltFireX\",1,\"AltFireX\")\n\t\t\tYAMG A 0 A_JumpIfInventory (\"PM_AltFireY\",1,\"AltFireY\")\n\t\t\tYAMG A 0 A_JumpIfInventory (\"PM_AltFireZ\",1,\"AltFireZ\")\n   \t\tYAMG A 0 A_JumpIfInventory (\"Mrank15\",1,1)\n\t\tGoto RankTooLow\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_Nuke_Used\",5,\"NukeOveruse\")\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_SecLevelStart\",1,\"NotChargedOnLevel\")\n      YAMG A 30 A_PlayWeaponSound(\"Weapons/YamatoCharge\")\n      YAMG HIJKLMNO 1\n      YAMG P 2 Bright\n      YAMG Q 2 Bright\n\n      YAMG A 0 A_SetBlend(\"Red\",0.6,60)\n      YAMG A 0 A_GunFlash\n      YAMG A 0 A_PlaySound(\"Weapons/YamatoFire\",6)\n      YAMG A 0 A_FireCustomMissile(\"YamatoFakeFade\",0,0,20,0)\n      YAMG A 0 A_FireCustomMissile(\"YamatoFaky1\",0,0,20,0)\n      YAMG A 0 A_FireCustomMissile(\"YamatoFaky2\",0,0,20,0)\n      YAMG A 0 A_FireCustomMissile(\"YamatoBomb\",0,1,20,0)\n\t\t\tYAMG A 0 A_GiveInventory(\"Yamato_Nuke_Used\", 1)\n\t  YAMG A 0 A_Recoil (25)\n      YAMG R 2 Bright\n      YAMG S 2 Bright\n      YAMG T 2 Bright\n      YAMG ABCABC 2\n      Goto Ready\n\n   AltFire:\n\t\tYAMG A 0 A_JumpIfInventory (\"Mrank15\",1,1)\n\t\tGoto RankTooLow\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_AltNuke_Used\",20,\"AltNukeOveruse\")\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_SecLevelStart\",1,\"NotChargedOnLevel\")\n      YAMG HIJKLMNO 1\n      YAMG P 2 Bright\n      YAMG Q 2 Bright\n\t  YAMG A 0 A_SetBlend(\"Red\",0.6,60)\n      YAMG A 0 A_GunFlash\n      YAMG A 0 A_PlaySound(\"Weapons/YamatoFire\",6)\n      YAMG A 0 A_FireCustomMissile(\"XYamatoBomb\",0,1,20,0)\n\t\t\tYAMG A 0 A_GiveInventory(\"Yamato_AltNuke_Used\", 1)\n\t  YAMG A 0 A_Recoil (10)\n      YAMG R 1 Bright\n      YAMG S 1 Bright\n      YAMG T 1 Bright\n      YAMG ABCABC 1\n\t  YANG A 0 A_ReFire\n      Goto Ready\n\n\tAltFireX:\n\t    YAMG A 0 A_JumpIfInventory (\"Mrank15\",1,1)\n\t\tGoto RankTooLow\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_AltFireX_Used\",300,\"AltFireXOveruse\")\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_SecLevelStart\",1,\"NotChargedOnLevel\")\n      YAMG A 0 A_GunFlash\n      YAMG A 0 A_PlaySound(\"Weapons/YamatoHizz\",6)\n      YAMG A 4 A_FireCustomMissile(\"YamatoAltFireX\",0,1,20,0)\n\t\t\tYAMG A 0 A_GiveInventory(\"Yamato_AltFireX_Used\", 1)\n\t  YANG A 0 A_ReFire\n      Goto Ready\n\n\tAltFireY:\n\t    YAMG A 0 A_JumpIfInventory (\"Mrank15\",1,1)\n\t\tGoto RankTooLow\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_AltFireY_Used\",150,\"AltFireYOveruse\")\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_SecLevelStart\",1,\"NotChargedOnLevel\")\n      //YAMG HIJKLMNO 1\n      YAMG P 1 Bright\n      YAMG Q 1 Bright\n\t  YAMG A 0 A_SetBlend(\"Red\",0.6,60)\n      YAMG A 0 A_GunFlash\n      YAMG A 0 A_PlaySound(\"Weapons/YamatoHizz\",6)\n      YAMG A 1 A_FireCustomMissile(\"YamatoAltFireY\",random(-5,5),1,20,0)\n\t\t\tYAMG A 0 A_GiveInventory(\"Yamato_AltFireY_Used\", 1)\n\t  //YAMG A 0 A_Recoil (1)\n      YAMG R 1 Bright\n      YAMG S 1 Bright\n      YAMG T 1 Bright\n      //YAMG ABCABC 1\n\t  YANG A 0 A_ReFire\n      Goto Ready\n\n\tAltFireZ:\n\t    YAMG A 0 A_JumpIfInventory (\"Mrank15\",1,1)\n\t\tGoto RankTooLow\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_AltFireZ_Used\",50,\"AltFireZOveruse\")\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_SecLevelStart\",1,\"NotChargedOnLevel\")\n      YAMG HIJKLMNO 1\n      YAMG P 2 Bright\n      YAMG Q 2 Bright\n\t  YAMG A 0 A_SetBlend(\"Red\",0.6,60)\n      YAMG A 0 A_GunFlash\n      YAMG A 0 A_PlaySound(\"Weapons/YamatoFire\",6)\n      YAMG A 0 A_FireCustomMissile(\"YamatoAltFireZ\",0,1,20,0)\n\t\t\tYAMG A 0 A_GiveInventory(\"Yamato_AltFireZ_Used\", 1)\n\t  YAMG A 0 A_Recoil (1)\n      YAMG R 1 Bright\n      YAMG S 1 Bright\n      YAMG T 1 Bright\n      YAMG ABCABC 1\n\t  YANG A 0 A_ReFire\n      Goto Ready\n\n\tDoKick:\n\t  TNT1 A 0\n      TNT1 A 0 //A_ZoomFactor(1.0)\n\t  TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t  TNT1 A 0 A_PlaySound(\"KICK\")\n\t  TNT1 A 0 SetPlayerProperty(0,1,0)\n\t  KICK BCD 1\n\t  RIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\t  KICK H 4\n\t  KICK A 0 A_Takeinventory(\"Kicking\",1)\n\t  KICK IGFEDCBA 1\n\t  TNT1 A 0 SetPlayerProperty(0,0,0)\n\t  Goto Ready\n    BerserkerKick:\n\t  TNT1 A 0 A_PlaySound(\"KICK\")\n\t  TNT1 A 0 SetPlayerProperty(0,1,0)\n\t  KICK ABCDEFG 1\n\t  RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\t  KICK H 3\n\t  KICK A 0 A_Takeinventory(\"Kicking\",1)\n\t  KICK IGFEDCBA 1\n\t  TNT1 A 0 SetPlayerProperty(0,0,0)\n\t  Goto Ready\n   Spawn:\n      YAMA X -1\n      Loop\n   }\n}\n\nACTOR YamatoBomb\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 150\n\tDamage 0\n\tPROJECTILE\n\t+EXPLODEONWATER\n\t+EXTREMEDEATH //added\n\t-NOTELEPORT //added\n    +TELESTOMP //added\n\t+SKYEXPLODE\n\tRenderstyle Add\n\tScale 2.5\n\tAlpha 0.9\n\tDamageType \"MarineSuperweapon\"\n\tStates\n\t{\n\tSpawn:\n\t\tYAS3 ABCD 2 bright A_Explode(100,128,0)\n\t\tLoop\n\tDeath:\n\t\t\tYAS3 A 0 A_AlertMonsters\n\t\t\tYAS3 AB 2 Bright\n        \tTNT1 A 0 A_PlaySound(\"Weapons/YamatoHizz\",6)\n\t\t\tYAS3 CD 2 Bright\n        \tTNT1 A 0 A_SpawnItemEx(\"YamatoShockInverse\",0,0,0,0,0,0,0,128,0)\n\t\t\tYAS3 ABCDAB 2 bright A_FadeOut(0.1)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"YamatoHit\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n        \tstop\n\t}\n}\n\nACTOR YamatoHit\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Radius_Quake(99999,100,0,100,0)\n        TNT1 A 0 A_PlaySound(\"Weapons/YamatoBlast\",6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoIllumination\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShockwave\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoDamageAbuse\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoDamageLethal\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoSpinalCord\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoGroundSpin\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShocker\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoExploder\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"YamatoShroom\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoBasis\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShroomer\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAfterBoomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n        TNT1 A 1\n        stop\n\t}\n}\n\nACTOR YamatoFakeFade\n{\n\tRadius 12\n\tHeight 8\n\tPROJECTILE\n\tRenderstyle Add\n\t+EXPLODEONWATER\n\t+CLIENTSIDEONLY\n\tScale 1\n\tSpeed 150\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoBombTrail2\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n        TNT1 A 1 Bright A_SpawnItemEx(\"YamatoBombTrail\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n\t\tTNT1 B 0 A_SpawnItemEx(\"YamatoBombTrail2\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n        TNT1 B 1 Bright A_SpawnItemEx(\"YamatoBombTrail\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AB 1 A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nACTOR YamatoFaky1 : YamatoFakeFade\n{\n\tScale 3\n\tAlpha 0.3\n\tStates\n\t{\n\tSpawn:\n        YAS3 ABCD 3 Bright\n\t\tLoop\n\tDeath:\n\t\tYAS3 ABCD 3 Bright A_FadeOut(0.025)\n\t\tWait\n\t}\n}\n\nACTOR YamatoFaky2 : YamatoFakeFade\n{\n\tScale 4\n\tAlpha 0.25\n\tStates\n\t{\n\tSpawn:\n        YAS3 DCBA 4 Bright\n\t\tLoop\n\tDeath:\n\t\tYAS3 DCBA 4 Bright A_FadeOut(0.015)\n\t\tWait\n\t}\n}\n\nACTOR YamatoBombTrail : YamatoFakeFade\n{\n\tSpeed 0\n\tScale 3\n\tAlpha 0.15\n\tStates\n\t{\n\tSpawn:\n        YAS1 AB 1 Bright A_FadeOut(0.02)\n\t\tLoop\n\t}\n}\n\nACTOR YamatoBombTrail2 : YamatoFakeFade\n{\n\tSpeed 0\n\tScale 1.5\n\tAlpha 0.35\n\tStates\n\t{\n\tSpawn:\n        YAE1 ABCBA 1 Bright\n        YAS2 ABCDEF 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR YamatoShockInverse\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n        YAE3 SRQPONMLKJIHGFEDCBA 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR YamatoIllumination\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1\n\tScale 5.5\n\tStates\n\t{\n\tSpawn:\n        YAE4 A 1 Bright A_FadeOut(0.0075)\n\t\tWait\n\t}\n}\n\nACTOR YamatoShockwave\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"YamatoShock4\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),128,0)\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"YamatoExploder\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"YamatoAfterBoomEffect\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2.5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),128,0)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR YamatoDamageAbuse\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH //added\n\tDamageType \"MarineSuperweapon\"\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Explode(10000,2048,0,1)\n        \tTNT1 A 0 A_Explode(5000,4096,0,1)\n        \tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR YamatoDamageLethal\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+EXTREMEDEATH //added\n\tDamageType \"MarineSuperweapon\"\n   \tObituary \"%o was battlecruiser operationed by %k's ''Yamato'' cannon.\"\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Explode(1000,512)\n        \tTNT1 A 0 A_Explode(100,3072)\n        \tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR YamatoShocker\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock1\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock2\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock3\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock4\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock5\",0,0,0,0,0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nACTOR YamatoShock1\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 12\n\tStates\n\t{\n\tSpawn:\n        YAE3 ABCDEFGHIJKLMNOPQRS 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR YamatoShock2 : YamatoShock1\n{\n\tScale 10\n}\n\nACTOR YamatoShock3 : YamatoShock1\n{\n\tScale 8\n}\n\nACTOR YamatoShock4 : YamatoShock1\n{\n\tScale 6\n}\n\nACTOR YamatoShock5 : YamatoShock1\n{\n\tScale 4\n}\n\nACTOR YamatoExploder\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 4 A_SpawnItemEx(\"YamatoExplode\",random(-700,700),random(-700,700),15+random(-150,150),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n\tSeeSound \"\"\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/YamatoExp\")\n        TNT1 A 16 Bright A_SpawnItemEx(\"YamatoExplodeFade\",random(-65,65),random(-65,65),random(-65,65),0,0,2+random(-1,0),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplodeFade\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH //added\n\tDamageType \"MarineSuperweapon\"\n\tRenderstyle Add\n\tAlpha 0.75\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(150,192,0)\n\t\tTNT1 A 15 Bright\n        //YAE2 ABCDEFGHIJKLMNO 1 Bright\n\t\tTNT1 A 12//YAE2 PQRSTU 2\n\t\tStop\n\t}\n}\n\nACTOR YamatoSpinalCord\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplodeCord : YamatoExplode\n{\n\tSpeed 45\n}\n\nACTOR YamatoGroundSpin\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplodeSpin : YamatoExplode\n{\n\tSpeed 55\n}\n\nACTOR YamatoShroom\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"YamatoExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAirplode\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"YamatoExplode\",frandom(-1000,1000),frandom(-1000,1000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShock3\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoExploder\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAfterboomEffectAir\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoAirplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 95\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"YamatoExplode\",0.1*frandom(-10000,10000),0.1*frandom(-10000,10000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoShroomer\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoMidplode\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 10\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoMidplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\t//TNT1 AAA 0 A_SpawnItemEx(\"YamatoAfterFade\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"YamatoExplode\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoBasis\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 8, 0, 1)\n\t\tTNT1 A 10 A_SpawnItemEx(\"YamatoExploder\",frandom(-300,300),frandom(-300,300),frandom(-150,150),0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAfterboomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoAfterBoomEffect\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Countdown\n        \t//TNT1 A 1 A_SpawnItemEx(\"YamatoAfterFade\",0.1*random(-7000,7000),0.1*random(-7000,7000),15+random(-150,150),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoAfterBoomEffectAir : YamatoAfterBoomEffect\n{\n\tReactionTime 100\n}\n\nACTOR YamatoAfterFade //Removed to improve FPS\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n\t\tYAS2 AAA 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 BBB 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 CCC 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n        YAS2 DDD 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 EEE 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 FFF 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nACTOR YamatoAfterFadeTrail //Removed to improve FPS\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 6 Bright\n        //YAS2 ABCDEF 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\n//AltFire Z\nActor YamatoAltFireX\n{\nPROJECTILE\n+BLOODSPLATTER\n-DONTSPLASH\nspeed 200\ndamage 6\nscale .8\nRenderStyle Add\nAlpha 1\nradius 8\nDecal Scorch\nheight 8\n+FORCERADIUSDMG\n+EXTREMEDEATH\n+TELESTOMP\n-NOTELEPORT\n+NODAMAGETHRUST\n//+SeekerMissile\n//+SCREENSEEKER\nDecal \"Scorch\"\nDamageType \"MarineSuperweapon\"\n\nStates\n{\n\tSpawn:\n\t\tYAS2 A 1 BRIGHT A_SeekerMissile(4,10,SMF_PRECISE||SMF_LOOK,256,10) //100% chance seeker\n\t\tLoop\n\tDeath:\n\t    TNT1 A 0 A_SpawnItemEx(\"YamatoAltFireXExplode\")\n\t\tTNT1 A 0 A_Explode(random(15,20),200)\n\t\tTNT1 A 30 A_PlaySound(\"Weapons/YamatoExp\",5)\n\t\tStop\n}\n}\n\nactor YamatoAltFireXExplode\n{\n    Scale 0.3\n    RenderStyle Add\n    Alpha 0.8\n\t+NOGRAVITY\n\tdamage 0\n\tDamageType \"MarineSuperweapon\"\n    States\n    {\n    Spawn:\n        YAE1 ABCBA 3\n        stop\n    }\n}\n\n//AltFire Y\nActor YamatoAltFireY\n{\nPROJECTILE\n+BLOODSPLATTER\n-DONTSPLASH\nspeed 60\ndamage 50\nscale 1\nRenderStyle Add\nAlpha 1\nradius 8\nDecal Scorch\nheight 8\n+FORCERADIUSDMG\n+EXTREMEDEATH\n+TELESTOMP\n-NOTELEPORT\n+NODAMAGETHRUST\nDecal \"Scorch\"\nDamageType \"MarineSuperweapon\"\n\nStates\n{\n\tSpawn:\n\t\tYAS3 ABCD 2 BRIGHT A_SeekerMissile(8,16,SMF_PRECISE||SMF_LOOK,0,10) //0% chance seeker\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAltFireYExplode\")\n\t\tTNT1 A 0 A_Explode(random(70,120),300)\n\t\tTNT1 A 30 A_PlaySound(\"Weapons/YamatoExp\",5)\n\t\tStop\n}\n}\n\nactor YamatoAltFireYExplode\n{\n    Scale 0.5\n    RenderStyle Add\n    Alpha 0.8\n\t+NOGRAVITY\n\tdamage 0\n\tDamageType \"MarineSuperweapon\"\n    States\n    {\n    Spawn:\n        YAE3 ABCDEFGHIJKLMNOPQRS 2\n        stop\n    }\n}\n\n//AltFire Z\nActor YamatoAltFireZ\n{\nPROJECTILE\n+BLOODSPLATTER\n-DONTSPLASH\n+RIPPER\nspeed 15\ndamage (random(40,50))\nscale .7\nRenderStyle Add\nAlpha 1\nradius 8\nDecal Scorch\nheight 8\n+FORCERADIUSDMG\n+EXTREMEDEATH\n+TELESTOMP\n-NOTELEPORT\n+NODAMAGETHRUST\n+SeekerMissile\n+SCREENSEEKER\nDecal \"Scorch\"\n   BounceCount 25\n   +CANBOUNCEWATER\n   +DOOMBOUNCE\n   +NOBOUNCESOUND\n   +NOWALLBOUNCESND\nDamageType \"MarineSuperweapon\"\n\nStates\n{\n\n\tSpawn:\n\t\tYAS1 AB 1 BRIGHT A_SeekerMissile(8,16,SMF_PRECISE||SMF_LOOK,256,10) //100% chance seeker\n        TNT1 A 0 A_SpawnItemEx(\"YamatoAltFireZTrail2\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"YamatoAltFireZTrail3\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"YamatoAltFireZTrail4\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"YamatoAltFireZTrail5\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"YamatoAltFireZTrail6\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"YamatoAltFireZTrail7\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tLoop\n\tDeath:\n\t\tStop\n}\n}\n\nactor YamatoAltFireZTrail\n{\n    Scale 0.35 //0.15\n    RenderStyle Add\n    Alpha 0.8\n\t//+NOINTERACTION\n\t+NOGRAVITY\n\t+RIPPER\n\tdamage 1\n\tDamageType \"MarineSuperweapon\"\n    States\n    {\n    Spawn:\n        YAS2 A 10\n\t\tYAS2 B 9\n\t\tYAS2 C 7\n\t\tYAS2 D 5\n\t\tYAS2 E 3\n\t\tYAS2 F 1\n        stop\n    }\n}\n\nactor YamatoAltFireZTrail2: YamatoAltFireZTrail {    Alpha 0.85 damage 0 +CLIENTSIDEONLY}\nactor YamatoAltFireZTrail3: YamatoAltFireZTrail {    Alpha 0.80 damage 0 +CLIENTSIDEONLY}\nactor YamatoAltFireZTrail4: YamatoAltFireZTrail {    Alpha 0.75 damage 0 +CLIENTSIDEONLY}\nactor YamatoAltFireZTrail5: YamatoAltFireZTrail {    Alpha 0.70 damage 0 +CLIENTSIDEONLY}\nactor YamatoAltFireZTrail6: YamatoAltFireZTrail {    Alpha 0.65 damage 0 +CLIENTSIDEONLY}\nactor YamatoAltFireZTrail7: YamatoAltFireZTrail {    Alpha 0.60 damage 0 +CLIENTSIDEONLY}"
      },
      {
        "source": "pk3",
        "name": "Weapon/YamatoAltFire.txt",
        "contents": "ACTOR XYamatoBomb\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 30 //150\n\tDamage 0\n\tPROJECTILE\n\t+EXPLODEONWATER\n\t+EXTREMEDEATH //added\n\t-NOTELEPORT //added\n    +TELESTOMP //added\n\t+SKYEXPLODE\n\tRenderstyle Add\n\tScale 2.5\n\tAlpha 0.9\n\tDamageType \"MarineSuperweapon\"\n\tStates\n\t{\n\tSpawn:\n\t\tYAS3 ABCD 2 bright A_Explode(100,128,0)\n\t\tLoop\n\tDeath:\n\t\t\tYAS3 A 0 A_AlertMonsters\n\t\t\tYAS3 AB 2 Bright\n        \t//TNT1 A 0 A_PlaySound(\"Weapons/YamatoHizz\",6)\n\t\t\tYAS3 CD 2 Bright\n        \t//TNT1 A 0 A_SpawnItemEx(\"XYamatoShockInverse\",0,0,0,0,0,0,0,128,0)\n\t\t\tYAS3 ABCDAB 2 bright A_FadeOut(0.1)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"XYamatoHit\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n        \tstop\n\t}\n}\n\nACTOR XYamatoHit\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Radius_Quake(99999,100,0,100,0)\n        TNT1 A 0 A_PlaySound(\"Weapons/YamatoExp\", CHAN_AUTO, 1, 0, ATTN_NONE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoIllumination\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoShockwave\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoDamageAbuse\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoDamageLethal\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoSpinalCord\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoGroundSpin\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoShocker\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoExploder\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoShroom\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoBasis\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoShroomer\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"XYamatoAfterBoomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n        TNT1 A 1\n        stop\n\t}\n}\n\nACTOR XYamatoFakeFade\n{\n\tRadius 12\n\tHeight 8\n\tPROJECTILE\n\tRenderstyle Add\n\t+EXPLODEONWATER\n\t+CLIENTSIDEONLY\n\tScale 1\n\tSpeed 150\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoBombTrail2\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n        TNT1 A 1 Bright A_SpawnItemEx(\"XYamatoBombTrail\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n\t\tTNT1 B 0 A_SpawnItemEx(\"XYamatoBombTrail2\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n        TNT1 B 1 Bright A_SpawnItemEx(\"XYamatoBombTrail\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AB 1 A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nACTOR XYamatoFaky1 : XYamatoFakeFade\n{\n\tScale 3\n\tAlpha 0.3\n\tStates\n\t{\n\tSpawn:\n        YAS3 ABCD 3 Bright\n\t\tLoop\n\tDeath:\n\t\tYAS3 ABCD 3 Bright A_FadeOut(0.025)\n\t\tWait\n\t}\n}\n\nACTOR XYamatoFaky2 : XYamatoFakeFade\n{\n\tScale 4\n\tAlpha 0.25\n\tStates\n\t{\n\tSpawn:\n        YAS3 DCBA 4 Bright\n\t\tLoop\n\tDeath:\n\t\tYAS3 DCBA 4 Bright A_FadeOut(0.015)\n\t\tWait\n\t}\n}\n\nACTOR XYamatoBombTrail : XYamatoFakeFade\n{\n\tSpeed 0\n\tScale 3\n\tAlpha 0.15\n\tStates\n\t{\n\tSpawn:\n        YAS1 AB 1 Bright A_FadeOut(0.02)\n\t\tLoop\n\t}\n}\n\nACTOR XYamatoBombTrail2 : XYamatoFakeFade\n{\n\tSpeed 0\n\tScale 1.5\n\tAlpha 0.35\n\tStates\n\t{\n\tSpawn:\n        YAE1 ABCBA 1 Bright\n        YAS2 ABCDEF 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR XYamatoShockInverse\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n        YAE3 SRQPONMLKJIHGFEDCBA 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR XYamatoIllumination\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1\n\tScale 5.5\n\tStates\n\t{\n\tSpawn:\n        YAE4 A 1 Bright A_FadeOut(0.0075)\n\t\tWait\n\t}\n}\n\nACTOR XYamatoShockwave\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"XYamatoShock4\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),128,0)\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"XYamatoExploder\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"XYamatoAfterBoomEffect\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2.5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),128,0)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR XYamatoDamageAbuse\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH //added\n\tDamageType \"MarineSuperweapon\"\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Explode(10000,2048,0,1)\n        \tTNT1 A 0 A_Explode(5000,4096,0,1)\n        \tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR XYamatoDamageLethal\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+EXTREMEDEATH //added\n\t+FORCERADIUSDMG //added\n\tDamageType \"MarineSuperweapon\"\n   \tObituary \"%o was battlecruiser operationed by %k's ''Yamato'' cannon.\"\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Explode(1000,256)\n\t\t\tTNT1 A 0 A_Explode(500,512)\n\t\t\tTNT1 A 0 A_Explode(100,728) //\t100,1024\n        \tTNT1 A 0 A_Explode(50,1024) // 50,2048\n\t\t\tTNT1 A 0 A_Explode(25,2048) // 25,4096\n        \tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR XYamatoShocker\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 20 A_SpawnItemEx(\"XYamatoShock1\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"XYamatoShock2\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"XYamatoShock3\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"XYamatoShock4\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"XYamatoShock5\",0,0,0,0,0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nACTOR XYamatoShock1\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 12\n\tStates\n\t{\n\tSpawn:\n        YAE3 ABCDEFGHIJKLMNOPQRS 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR XYamatoShock2 : XYamatoShock1\n{\n\tScale 10\n}\n\nACTOR XYamatoShock3 : XYamatoShock1\n{\n\tScale 8\n}\n\nACTOR XYamatoShock4 : XYamatoShock1\n{\n\tScale 6\n}\n\nACTOR XYamatoShock5 : XYamatoShock1\n{\n\tScale 4\n}\n\nACTOR XYamatoExploder\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 4 A_SpawnItemEx(\"XYamatoExplode\",random(-700,700),random(-700,700),15+random(-150,150),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoExplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n\tSeeSound \"\"\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/YamatoExp\")\n        TNT1 A 16 Bright A_SpawnItemEx(\"XYamatoExplodeFade\",random(-65,65),random(-65,65),random(-65,65),0,0,2+random(-1,0),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nACTOR XYamatoExplodeFade\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH //added\n\tDamageType \"MarineSuperweapon\"\n\tRenderstyle Add\n\tAlpha 0.75\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(150,192,0)\n\t\tTNT1 A 15 Bright\n        //YAE2 ABCDEFGHIJKLMNO 1 Bright\n\t\tTNT1 A 12//YAE2 PQRSTU 2\n\t\tStop\n\t}\n}\n\nACTOR XYamatoSpinalCord\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoExplodeCord : XYamatoExplode\n{\n\tSpeed 45\n}\n\nACTOR XYamatoGroundSpin\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"XYamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoExplodeSpin : XYamatoExplode\n{\n\tSpeed 55\n}\n\nACTOR XYamatoShroom\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"XYamatoExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoAirplode\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"XYamatoExplode\",frandom(-1000,1000),frandom(-1000,1000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoShock3\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoExploder\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoAfterboomEffectAir\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoAirplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 95\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"XYamatoExplode\",0.1*frandom(-10000,10000),0.1*frandom(-10000,10000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoShroomer\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoMidplode\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 10\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoMidplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\t//TNT1 AAA 0 A_SpawnItemEx(\"XYamatoAfterFade\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"XYamatoExplode\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoBasis\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 8, 0, 1)\n\t\tTNT1 A 10 A_SpawnItemEx(\"XYamatoExploder\",frandom(-300,300),frandom(-300,300),frandom(-150,150),0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"XYamatoAfterboomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoAfterBoomEffect\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Countdown\n        \t//TNT1 A 1 A_SpawnItemEx(\"XYamatoAfterFade\",0.1*random(-7000,7000),0.1*random(-7000,7000),15+random(-150,150),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR XYamatoAfterBoomEffectAir : XYamatoAfterBoomEffect\n{\n\tReactionTime 100\n}\n\nACTOR XYamatoAfterFade //Removed to improve FPS\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n\t\tYAS2 AAA 1 Bright A_SpawnItemEx(\"XYamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 BBB 1 Bright A_SpawnItemEx(\"XYamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 CCC 1 Bright A_SpawnItemEx(\"XYamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n        YAS2 DDD 1 Bright A_SpawnItemEx(\"XYamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 EEE 1 Bright A_SpawnItemEx(\"XYamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 FFF 1 Bright A_SpawnItemEx(\"XYamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nACTOR XYamatoAfterFadeTrail //Removed to improve FPS\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 6 Bright\n        //YAS2 ABCDEF 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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