actor SkullSniperWep_NormalBar : NormalBar { args 192, 197 }

actor SkullSniperWep : BaseMM8BDMWep
{
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_SKULLSNIPER"
Obituary "$OB_SKULLSNIPER"
Tag "$TAG_SKULLSNIPER"
weapon.ammotype "SkullSniperAmmo"
inventory.icon "XTR0WI_K"
States
{
SpawnLoop:
XWI0 K -1
loop

Deselect:
XH0K A 0
goto DeselectSwap
Select:
XH0K A 0
goto SelectSwap

Ready:
XH0K A 0 ACS_NamedExecuteWithResult("core_weaponcolor",DYE_SKULLSNIPER)
XH0K A 1 A_WeaponReady
wait

Fire:
XH0K A 0 A_JumpIfNoAmmo("NoAmmo")
XH0K A 0 A_PlaySoundEx("weapon/skullbust","Weapon")
XH0K A 0 A_FireCustomMissile("SkullSniperShot",0,1,8,0)
XH0K CBA 4
XH0K A 4 A_Refire
Goto Ready+1
NoAmmo:
XH0K A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

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


actor SkullSniperShot : ProjSpawnFuncActorFast
{
PROJECTILE
damagetype "SkullSniper"
Obituary "$OB_SKULLSNIPER"
+FORCEXYBILLBOARD
+BRIGHT
Damage (130)
radius 10
height 8
Speed 150
scale 2.5
States
{
Spawn:
TNT1 A 1
XH0K U 1
TNT1 A 1
XH0K V 1
Goto Spawn+1
Death:
XH0K VW 1
stop
}
}
