<!-- RUBY-BACKUP · part 261 -->
    if(typeof codeStatus==='function') codeStatus('SPAWN CLEARED — go somewhere safe, then setspawn');
    return;
  }
  if(tl==='blast80000'){
    /* ARM-FIRE — military standard, two-stage (King's order) */
    if(typeof window._blastState === 'undefined') window._blastState = 'SAFE';
    if(window._blastState === 'SAFE'){
      window._blastState = 'ARMED';
      if(typeof codeStatus==='function') codeStatus('BLAST ARMED — type blast80000 again to FIRE');
      /* Auto-disarm after 5 seconds */
      if(window._blastTimer) clearTimeout(window._blastTimer);
      window._blastTimer = setTimeout(function(){ window._blastState = 'SAFE'; }, 5000);
      return;
    }
    /* ARMED — FIRE */
    window._blastState = 'SAFE';
    if(window._blastTimer) clearTimeout(window._blastTimer);
    /* 80,000 POWER BLAST — the ultimate cannon (King's order) */
    try{
      var _bx = mePos.x, _by = mePos.y, _bz = mePos.z;
      var _br = 100, _count = 0;
      if(window._solidBlocks){
        for(var i = window._solidBlocks.length - 1; i >= 0; i--){
          var _blk = window._solidBlocks[i];
          if(!_blk || !_blk.position) continue;
          var _dx = _blk.position.x - _bx, _dy = _blk.position.y - _by, _dz = _blk.position.z - _bz;
          if(Math.sqrt(_dx*_dx + _dy*_dy + _dz*_dz) < _br){
            scene.remove(_blk);
            window._solidBlocks.splice(i, 1);
            _count++;
          }
        }
      }
      /* Massive gold shockwave */
      try{
        var _sw = new THREE.Mesh(new THREE.SphereGeometry(_br, 32, 32),
          new THREE.MeshBasicMaterial({color: 0xffd700, transparent: true, opacity: 0.4, side: THREE.BackSide}));
        _sw.position.set(_bx, _by, _bz);
        scene.add(_sw);
        var _flash = new THREE.PointLight(0xffd700, 10, 200);
        _flash.position.set(_bx, _by, _bz);
        scene.add(_flash);
        setTimeout(function(){ scene.remove(_sw); scene.remove(_flash); }, 1500);
      }catch(e){}
      if(typeof codeStatus==='function') codeStatus('80,000 BLAST — ' + _count + ' blocks vaporized');
    }catch(e){ if(typeof codeStatus==='function') codeStatus('blast failed'); }
    return;
  }
  if(tl==='clear360'){
    /* 360 SPHERE — removes everything around you in all directions (King's order) */
    try{
      var _cx = mePos.x, _cy = mePos.y, _cz = mePos.z;
      var _cr = 40, _count = 0;
      if(window._solidBlocks){
        for(var i = window._solidBlocks.length - 1; i >= 0; i--){
          var _blk = window._solidBlocks[i];
          if(!_blk || !_blk.position) continue;
          var _dx = _blk.position.x - _cx, _dy = _blk.position.y - _cy, _dz = _blk.position.z - _cz;
          if(Math.sqrt(_dx*_dx + _dy*_dy + _dz*_dz) < _cr){
            scene.remove(_blk);
            window._solidBlocks.splice(i, 1);
            _count++;
          }
        }
      }
      /* Expanding sphere shockwave */
      try{
        var _sw = new THREE.Mesh(new THREE.SphereGeometry(_cr, 24, 24),
          new THREE.MeshBasicMaterial({color: 0xffd700, transparent: true, opacity: 0.3, side: THREE.BackSide}));
        _sw.position.set(_cx, _cy, _cz);
        scene.add(_sw);
        setTimeout(function(){ scene.remove(_sw); }, 800);
      }catch(e){}
      if(typeof codeStatus==='function') codeStatus('360 CLEAR — ' + _count + ' blocks gone');
    }catch(e){ if(typeof codeStatus==='function') codeStatus('clear360 failed'); }
    return;
  }
  if(tl==='fire'){
    /* LASER CANNON — fires from the cannon in his hands (King's order) */
    try{
      var _fx = mePos.x, _fy = mePos.y + 1.3, _fz = mePos.z;
      /* Direction: where he's facing */
      var _dir = new THREE.Vector3(0, 0, 0);
      if(typeof faceYaw !== 'undefined'){
        _dir.set(Math.sin(faceYaw), 0, Math.cos(faceYaw));
      }else{
        _dir.set(0, 0, 1);
      }
      /* WORMHOLE CHECK — did the shot enter the wormhole? */
      try{
        if(window._wormhole && window._wormhole.parent){
          var _wp = new THREE.Vector3();
          window._wormhole.getWorldPosition(_wp);
          var _wx = _wp.x - _fx, _wz = _wp.z - _fz;
          var _along = _wx * _dir.x + _wz * _dir.z;
          if(_along > 0 && _along < 120){
            var _perpx = _wx - _along * _dir.x, _perpz = _wz - _along * _dir.z;
            if(Math.sqrt(_perpx*_perpx + _perpz*_perpz) < 6){
              /* ENTER THE WORMHOLE — to Playa 2.0 */
              mePos.set(45, 1507, 30);
              if(typeof meVel !== 'undefined') meVel.set(0, 0, 0);
              if(typeof codeStatus==='function') codeStatus('THROUGH THE WORMHOLE — Playa 2.0');
              return;
            }
          }
        }
      }catch(e){}
      /* Laser beam — FULL POWER cyan bolt, blows through everything */
      var _laser = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.3, 120, 8),
        new THREE.MeshBasicMaterial({color: 0x00ffff, transparent: true, opacity: 0.9}));
      _laser.position.set(_fx + _dir.x * 60, _fy, _fz + _dir