actor SkullSniperWep : BaseMM8BDMWep
{
dropitem "SkullSniperWepCDropped"
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
{
Spawn:
XWI0 K 1
loop
Ready:
XH0K A 0 ACS_ExecuteAlways(998,0,34)
XH0K A 1 A_WeaponReady
Goto Ready+1
Deselect:
XH0K AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
XH0K A 1 A_Lower
Loop
Select:
XH0K AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
XH0K A 1 A_Raise
Loop
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_Execute(979,0)
Goto Ready+1
}
}

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


actor SkullSniperShot : FastProjectile
{
Translation "192:192=192:192","198:198=197:197"
PROJECTILE
damagetype "SkullSniper"
Obituary "$OB_SKULLSNIPER"
+FORCEXYBILLBOARD
+BRIGHT
Damage (13)
radius 8
height 8
Speed 150
scale 2.5
States
{
Spawn:
TNT1 A 1
SKUB U 1
TNT1 A 1
SKUB V 1
Goto Spawn+1
Death:
SKUB VW 1
stop
}
}
