Raw model (for completeness)
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{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"Weapon/Yamato.txt\"\n#include \"Weapon/YamatoAltFire.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.txt",
"contents": "#include \"GLDEFS/Yamato.txt\""
},
{
"source": "pk3",
"name": "Weapon/Yamato.txt",
"contents": "// 3 Nukes per level per player\n// Inventory type is Doomkey as it resets on every level\nACTOR Yamato_Nuke_Used : Doomkey\n{ Inventory.MaxAmount 2 }\n\nACTOR Yamato_AltNuke_Used : Doomkey\n{ Inventory.MaxAmount 12 }\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 Y 3 A_Raise\n YAMA Y 0 ACS_executeAlways(480,0,8,0,0)\n sel:\n\t YAMA Y 20 A_PlaySoundEx(\"Weapons/YamatoGun\",\"Weapon\")\n\t YAMA Y 0 A_PlaySoundEx(\"m_yamato_taunt\",\"Weapon\")\n Goto Ready\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 Loop\n Deselect:\n YAMA Y 1 A_Lower\n Loop\n NukeOveruse:\n\t YAMG A 1 A_Print(\"2 Nukes already used in this level\")\n\t Goto Ready\n AltNukeOveruse:\n\t YAMG A 1 A_Print(\"12 Mini Nukes 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\tYAMG A 0 A_JumpIfInventory (\"Mrank15\",1,1)\n\t\tGoto RankTooLow\n\t\tYAMG A 0 A_JumpIfInventory(\"Yamato_Nuke_Used\",2,\"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\t\t\t\tYAMG A 0 A_GiveInventory(\"Yamato_Nuke_Used\", 1)\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 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 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\",12,\"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\t\t\tYAMG A 0 A_GiveInventory(\"Yamato_AltNuke_Used\", 1)\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(\"XYamatoFakeFade\",0,0,20,0)\n //YAMG A 0 A_FireCustomMissile(\"XYamatoFaky1\",0,0,20,0)\n //YAMG A 0 A_FireCustomMissile(\"XYamatoFaky2\",0,0,20,0)\n YAMG A 0 A_FireCustomMissile(\"XYamatoBomb\",0,1,20,0)\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\tSpawn:\n YAMA X -1\n Loop\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\tGoto Ready\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}"
},
{
"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}"
},
{
"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}"
}
]
},
"maps": []
}