ACTOR Enigball
{
  Radius 13
  Height 8
  Speed 45
  Damage 5
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  SCALE 0.8
  SeeSound "PLASFIRE"
  DeathSound "weapons/plasmax"
  
  
  States
  {
  Spawn:
    PLSE A 3 BRIGHT A_SPAWNITEMEX("FUSILDISCHARGE")
    Loop
  Death:
    PLSE A 2 BRIGHT 
    PLSE BCDE 2 BRIGHT
    Stop
  }
}

ACTOR FUSILDISCHARGE
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  SCALE 0.4
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 2
  Mass 5
  States
  {
  Spawn:
    PLSM ABCDE 2 BRIGHT
    Stop
  }
}

ACTOR UACMarinePlasmaLauncher : Weapon
{
  Weapon.SelectionOrder 100
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.PickupMessage "$GOTPLASMA"
  Tag "UAC Plasma Launcher X8"
   Inventory.RestrictedTo "UACMarineClass"
  States
  {
     Ready:
  TNT1 A 0 A_PLAYWEAPONSOUND("PLSUP")
    PLSG A 1 OFFSET(9,128)
	PLSG A 1 OFFSET(7,96)
	PLSG A 1 OFFSET(5,72)
	PLSG A 1 OFFSET(3,48)
	PLSG A 1 OFFSET(1,36)
    GOTO READY2
	Ready2:
   PLSG A 1 A_WeaponReady
    Loop
  Deselect:
    PLSG AA 0 A_Lower
	PLSG A 1 A_Lower
	TNT1 A 0 A_Lower 
	TNT1 A 0 A_Lower 
    Loop
  Select:
    PLSG AA 0 A_Raise
	PLSG A 0 A_Raise
	TNT1 A 0 A_Raise 
	TNT1 A 0 A_Raise 
    Loop
  Fire:
   PLSG A 1 OFFSET(0,32)
   PLSF B 0 A_GUNFLASH
   PLSF B 1 OFFSET(0,33) BRIGHT A_FIRECUSTOMMISSILE("ENIGBALL")
   PLSF A 1 OFFSET(0,34) BRIGHT
   PLSG A 1 OFFSET(0,33)
   TNT1 A 0 A_REFIRE
   TNT1 A 0 A_PLAYWEAPONSOUND("PLASCOOL")
   PLSG B 1 OFFSET(4,36)
   PLSG B 1 OFFSET(2,34)
   PLSG B 1 OFFSET(1,33)
   PLSG B 24 OFFSET(0,32)
   PLSG B 2 OFFSET(1,33)
   PLSG B 2 OFFSET(2,34)
   PLSG B 2 OFFSET(3,35)
   PLSG B 2 OFFSET(4,36)
   PLSG B 2 OFFSET(6,48)
   PLSG A 3 OFFSET(0,32)
    Goto Ready2
  Spawn:
    PLAS A -1
    Stop
  }
}