actor MegaBuster : BaseMM8BDMWep
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
Inventory.Pickupmessage "$PU_MEGABUSTER"
Obituary "$OB_MEGABUSTER"
Tag "$TAG_MEGABUSTER"
weapon.ammotype "BusterAmmo"
inventory.icon "NULLICON"
Dropitem ""
+WEAPON.WIMPY_WEAPON
+WEAPON.ALLOW_WITH_RESPAWN_INVUL
States
{
SpawnLoop:
WEAP X 1
loop
Ready:
BUST B 0 A_JumpIfInventory("Once",1,"Ready2")
BUST B 0 ACS_ExecuteAlways(981,0,0)
BUST B 0 A_GiveInventory("Once",1)
Goto Ready2+1
Ready2:
BUST B 0 ACS_ExecuteAlways(998,0,0)
BUST B 1 A_WeaponReady
Goto Ready2+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUST B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUST B 1 A_Raise
Loop
Fire:
BUST B 0 A_JumpIfNoAmmo("NoAmmo")
BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)
BUST CD 3
BUST B 2
BUST B 0 A_Refire
goto Ready2+1
NoAmmo:
BUST B 1
Goto Ready2+1
Flash:
TNT1 A 1
stop
NoFlash:
TNT1 A 1
stop
}
}

actor BusterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 3
ammo.backpackamount 1
ammo.backpackmaxamount 3
}

actor MegaShot
{
PROJECTILE
+BRIGHT
damagetype "Buster"
Obituary "$OB_MEGABUSTER"
Speed 37
Damage (10)
radius 5
height 5
scale 2.5
States
{
Spawn:
TNT1 A 2
BUST A 1 
wait
}
}
