actor CentaurArrowWep_NormalBar : NormalBar { args 4, 117 }

actor CentaurArrowWep : BaseMM8BDMWep
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Inventory.Pickupmessage "$PU_CENTAURARROW"
Obituary "$OB_CENTAURARROW"
Tag "$TAG_CENTAURARROW"
weapon.ammotype "CentaurArrowAmmo"
inventory.icon "XTR0WI_N"
States
{
SpawnLoop:
XWI0 N -1
loop

Deselect:
XH0N A 0
goto DeselectSwap
Select:
XH0N A 0
goto SelectSwap

Ready:
XH0N A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_CENTAURARROW)
XH0N A 1 A_WeaponReady
wait

Fire:
XH0N A 0 A_JumpIfNoAmmo("NoAmmo")
XH0N A 0 A_PlaySoundEx("weapon/pshot","Weapon")
XH0N A 0 A_FireCustomMissile("CentaurArrow",0,1,8,0)
XH0N A 0 A_FireCustomMissile("CentaurArrow",(random(0,1)*2-1)*random(4,10),0,8,0)
XH0N BC 2
XH0N C 12
XH0N CB 2
XH0N A 2
XH0N A 0 A_Refire
Goto Ready+1
NoAmmo:
XH0N A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor CentaurArrowAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor CentaurArrow : ProjSpawnFuncActor
{
PROJECTILE
damagetype "CentaurArrow"
Obituary "$OB_CENTAURARROW"
+RIPPER
+FORCEXYBILLBOARD
+BRIGHT
damage (120)
Radius 6
Height 7
speed 20
scale 2.5
States
{
Spawn:
XH0N RS 3
loop
}
}