actor RainFlushWep : BaseMM8BDMWep 10074
{
//$Category MM8BDM-Weapons
//$Title Rain Flush
//$Sprite WEA2Y0
Weapon.AmmoUse 6
Weapon.AmmoGive 30
Weapon.SlotNumber 6
Inventory.Pickupmessage "$PU_RAINFLUSH"
Obituary "$OB_RAINFLUSH"
Tag "$TAG_RAINFLUSH"
weapon.ammotype "RainFlushAmmo"
inventory.icon "RAINSI"
States
{
SpawnLoop:
WEA2 Y -1
loop
Ready:
TOAH A 0 ACS_ExecuteAlways(998,0,44)
TOAH A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TOAH A 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TOAH A 1 A_Raise
Loop
Fire:
TOAH A 0 A_JumpIfNoAmmo("NoAmmo")
TOAH A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
//TOAH A 0 A_TakeInventory("RainFlushAmmo", 7, TIF_NOTAKEINFINITE)
//TOAH A 0 A_GiveInventory("FireRainFlush")
TOAH A 0 A_FireCustomMissile("FlushGrenade",0,1,0,0)
TOAH BCDEFG 2
TNT1 A 20
TOAH HIA 1
Goto Ready+1
NoAmmo:
TOAH A 1 ACS_Execute(979,0)
TOAH A 0 A_Refire
goto Ready+1
}
}


actor FlushGrenade
{
PROJECTILE
+MISSILE
-NOGRAVITY
scale 2.5
Speed 50
Radius 8
Height 8
Damage (0)
+HEXENBOUNCE
-BOUNCEONACTORS
+SKYEXPLODE
+CANBOUNCEWATER
//-NOBLOCKMAP
Obituary "$OB_RAINFLUSH"
bouncefactor 0.45
wallbouncefactor 0.5
States
{
Spawn:
RAIF G 0
RAIF G 0 ThrustThingZ(0,25,0,1)
Flying:
RAIF G 0 A_JumpIfInventory("CutterFlag",16,"Explode")
RAIF GHIJ 4 A_GiveInventory("CutterFlag",1)
loop
Death:
Explode:
RAIF H 0 A_Stop
RAIF H 0 A_ChangeFlag("NOGRAVITY",1)
RAIF H 0 A_SpawnItemEx("FlushGrenadeRain")
MMFX BCDE 3
stop
}
}


actor FlushGrenadeRain
{
damagetype "RainFlush"
+NOGRAVITY
+MISSILE
+SKYEXPLODE
+NOINTERACTION
Obituary "$OB_RAINFLUSH"
height 1
radius 1
-SOLID
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/rainflush","Voice")
TNT1 A 0 A_Explode(30,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_Explode(12,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_Explode(12,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_Explode(12,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)

stop
}
}



actor FireRainFlush : CustomInventory
{
    States
    {
    Pickup:
        TNT1 A 0 A_SpawnItemEx("RainFlushPod",16,0,32, 10, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("RainFlush",0,0,0,0)
        TNT1 A 0 A_JumpIfInventory("RuneSpread", 1, "PickupSpread")
        stop
    PickupSpread:
        TNT1 A 0 A_SpawnItemEx("RainFlushPod",16,0,32, 10, 0, 0, 30)
        TNT1 A 0 A_SpawnItemEx("RainFlushPod",16,0,32, 10, 0, 0, -30)
        TNT1 A 0 A_SpawnItemEx("RainFlush",0,0,0,0,0,0,120)
        TNT1 A 0 A_SpawnItemEx("RainFlush",0,0,0,0,0,0,240)
        stop
    }
}

actor RainFlushPod
{
-SOLID
+NOGRAVITY
+SKYEXPLODE
+NOINTERACTION
radius 1
height 1
Scale 2.5
States
{
Spawn:
RAIN A 0
RAIN A 6 ThrustThingZ(0,10,0,0)
RAIN A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)
RAIN A 0 ThrustThingZ(0,50,0,0)
RAIN BCABCABCABCABC 2
stop
}
}

actor RainFlush
{
damagetype "RainFlush"
Obituary "$OB_RAINFLUSH"
+NOGRAVITY
+MISSILE
+SKYEXPLODE
+NOINTERACTION
+DONTBLAST
height 1
radius 1
-SOLID
States
{
Spawn:
TNT1 A 35
TNT1 A 0 A_PlaySoundEx("weapon/rainflush","Voice")
TNT1 A 0 A_Explode(27,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_Explode(13,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_Explode(13,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_Explode(13,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)

stop
}
}

actor RainSprinkle
{
+CLIENTSIDEONLY
+NOINTERACTION
- SOLID
+NOGRAVITY
height 0
radius 0
Scale 2.5
States
{
Spawn:
RAIN D 30
stop
}
}

actor RainFlushAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 30
+INVENTORY.IGNORESKILL
}

