ACTOR PioneerOmegaSplicer : Weapon
{
  Tag "OMEGA SPLICER 90K"
  +WEAPON.NOAUTOAIM
  +WEAPON.ALLOW_WITH_RESPAWN_INVUL
   Weapon.AmmoUse 50
   Weapon.AmmoType "Cell"
   Inventory.RestrictedTo "PioneerClass"
  attacksound ""
  
  States
  {
  Ready:
    PHOT A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Loop
  Deselect:
    PHOT A 0 A_Lower
	TNT1 A 0 A_Lower 
	TNT1 A 0 A_Lower 
    Loop
  Select:
    PHOT A 0 A_Raise
    PHOT A 1 A_Raise
	TNT1 A 0 A_Raise 
	TNT1 A 0 A_Raise 
    Loop
  Fire:
	PHOT A 1 
	TNT1 A 0 A_PLAYWEAPONSOUND("DSOMEGA")
	PHOT B 0 A_GUNFLASH
	PHOT B 2 OFFSET(3,34) bright A_FireCUSTOMMISSILE("BFGBALL3",-0.1,1,4.0,5.0)
	PHOT C 2 OFFSET(4,36) BRIGHT
	PHOT D 2 OFFSET(6,38) BRIGHT
	PHOT E 2 OFFSET(8,40) BRIGHT
	PHOT F 2 OFFSET(10,42) BRIGHT
	PHOT A 12 OFFSET(10,42)
    PHOT A 6 OFFSET(8,40)
	PHOT A 6 OFFSET(6,38)
	PHOT A 6 OFFSET(4,36)
	PHOT A 6 OFFSET(3,34)
	PHOT A 20 OFFSET(0,32)
    Goto Ready
  AltFire:
	PIPW CB 1 A_SpawnItemEx("SentryGunShadow", 35, 0, 4, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)
  AltHold:
	TNT1 A 0 ACS_NamedExecute("SentryPlacing",0)
	PIPW A 1 A_SpawnItemEx("SentryGunShadow", 35, 0, 4, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)
	TNT1 A 0 A_Refire("AltHold")
	TNT1 A 0 A_ChangeFlag(ISMONSTER,1)
	TNT1 A 0 A_SpawnItemEx("PioneerSentryGun", 35, 0, 4, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 A_ChangeFlag(ISMONSTER,0)
	PIPW BCDEFGHI 1
	TNT1 A 6
	Goto Ready
  }
}

ACTOR SFortPlasmaBall : PlasmaBall
{
  Damage (25)
  DamageType "Plasma"
  Speed 40
  Decal Plasmascorchlower
  Decal Plasmascorch
  SeeSound ""
  Deathsound ""
  States
  {
  Death:
    TNT1 A 0 A_PlaySound ("Character/Pioneer/PlasmagunExplode",0)
    PLSE A 4 Bright A_Explode(30,64,0,0,32)
	PLSE BCDE 4 Bright
    Stop
  }
}
Actor BFGBALL3
{
Projectile
Radius 12
Height 8
Speed 40
Damage 150
Renderstyle Add
Alpha 0.90
+FORCERADIUSDMG
+FORCEXYBILLBOARD
+Friendly
+NONETID
DeathSound "DSBALL"
Obituary "%o was disintergrated to atoms by %k's omega splicer."
States
	{
	Spawn:
		PHOT GH 2 BRIGHT A_SPAWNITEMEX("TRAILBALL2")
		LOOP
	Death:
		TNT1 A 0 a_Quake(3,10,0,5000,0)
		TNT1 A 0 A_Explode(400, 400, 0, 1)
		PHOT IJKLM 2 BRIGHT
		stop
	}
}
Actor TRAILBALL2
{
Projectile
Radius 12
Height 8
Speed 0
Damage 0
Renderstyle Add
States
	{
	Spawn:
		PHOT GHGHGHGHGHGHHGHGHGHGHGHGHGHGHGH 1 BRIGHT A_FadeOut(0.02)
		STOP
	}
}