actor WindSlicerWep : BaseMM8BDMWep
{
//$Category RNC-Weapons
//$Title Wind Slicer
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Tag "$TAG_WINDSLICER"
Obituary "$OB_WINDSLICER"
Inventory.Pickupmessage "$PU_WINDSLICER"
weapon.ammotype "WindSlicerAmmo"
+WEAPON.NOAUTOAIM
inventory.icon "RNCWP7"
States
{
SpawnLoop:
RNCW G -1
loop
Ready:
THUN H 0 ACS_ExecuteAlways(998,0,16)
THUN H 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
THUN H 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
THUN H 1 A_Raise
Loop
Fire:
AltFire:
THUN H 0 A_JumpIfNoAmmo("NoAmmo")
THUN H 0 A_PlaySoundEx("weapon/airshooter","Weapon")
THUN H 0 A_FireCustomMissile("WindSlicer",random(6,-6),1,8,0,0,random(0,6))
THUN HHHHH 0 A_FireCustomMissile("WindSlicer",random(6,-6),0,8,0,0,random(0,6))
THUN IJ 3
THUN H 20
THUN H 0 A_Refire
Goto Ready+1
NoAmmo:
THUN H 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor WindSlicerWepSH : WindSlicerWep replaces WindSlicerWep
{+INVENTORY.RESTRICTABSOLUTELY Inventory.RestrictedTo megamans}


actor WindSlicerAmmo : Ammo {inventory.amount 1 inventory.maxamount 28}

actor WindSlicer
{
PROJECTILE
damagetype "WindSlicer"
Obituary "$OB_WINDSLICER"
Radius 6
Height 7
scale 2.5
damage (12)
speed 34
States
{
Spawn:
RNCP QRS 2
RNCP QRS 2 ThrustThingZ(0,6,0,1)
goto Spawn+1
Death:
RNCP T 0
RNCP TUV 2
stop
}
}