ACTOR GD2BFG9000 : Weapon
{
  Height 20
  Weapon.SelectionOrder 2800
  Weapon.AmmoUse 50
  SCALE 0.65
  Weapon.AmmoGive 500
  Weapon.AmmoType "GDBFGEnergyCells"
  +WEAPON.NOAUTOFIRE
  Inventory.PickupMessage "$GOTBFG9000"
  Tag "Prototype BFG Type X"
  Weapon.UpSound "UACELITE/BFGOut"
  Inventory.RestrictedTo "UACEliteOfficerClass"
  States
  {
  Ready:
    BFGG A 1 A_WeaponReady
    Loop
  Deselect:
    BFGG A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    BFGG A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
    BFGI A 1 A_PlayWeaponSound ("UACELITE/BFGCharge")
    BFGI BCDEFGHI 5 BRIGHT
	TNT1 A 0 A_GunFlash
	TNT1 A 0 A_PLAYWEAPONSOUND ("UACELITE/BFGFire")
    BFGI J 10 BRIGHT A_FireCUSTOMMISSILE ("NEWBFGBall",0,1,0,0)
    BFGG A 15 A_ReFire
    Goto Ready
  }
}

ACTOR newBFGBall : BFGBall
{
  Radius 13
  Height 8
  Speed 20
  Scale 0.75
  Damage 150
  Projectile
  +RANDOMIZE
  +ForceRadiusDMG
  +NODAMAGETHRUST
  +EXTREMEDEATH
  +NONETID
  RenderStyle Add
  Alpha 0.75
  DeathSound "UACELITE/BFGExplode"
  Obituary "%o was gibbed by %k's Prototype BFG."
  Species "Player"
  +Friendly
  States
  {
  Spawn:
    BFGM ABCDEF 4 Bright A_Explode (10, 500, 0, 1, 10)
	D3BP G 4 A_Explode (10, 500, 0, 1, 10)
    Loop
  Death:
    D3BX AB 2 Bright A_Explode (350,350,0,1,150)
    D3BX C 2 Bright A_Explode (750,150,0,1,350)
    D3BX DEFG 2 Bright
    Stop
  }
}

Actor GDBFGEnergyCells : Ammo
{
Inventory.Amount 50
Inventory.MaxAmount 300
Ammo.BackpackAmount 50
Ammo.BackpackMaxAmount 600
}