actor RisingSunWep : BaseMM8BDMWep
{
//$Category RNC-Weapons
//$Title Rising Sun
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Tag "$TAG_RISINGSUN"
Obituary "$OB_RISINGSUN"
Inventory.Pickupmessage "$PU_RISINGSUN"
weapon.ammotype "RisingSunAmmo"
inventory.icon "RNCWP4"
States
{
SpawnLoop:
RNCW D -1
loop
Ready:
NCH1 W 0 ACS_ExecuteAlways(998,0,COL_RISINGSUN)
NCH1 W 0 A_JumpIfNoAmmo(2)
NCH1 W 1 A_WeaponReady
Goto Ready+1
NCH2 G 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NCH1 W 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NCH1 W 1 A_Raise
Loop
Fire:
AltFire:
NCH1 W 0 A_JumpIfNoAmmo("NoAmmo")
NCH1 W 0 A_PlaySoundEx("weapon/metalblade","Weapon")
NCH1 W 0 A_FireCustomMissile("RisingSun",0,1,8,0)
NCH1 XYZ 2
NCH2 AB 2
TNT1 A 3
TNT1 A 0 A_JumpIfNoAmmo(4)
NCH2 CD 2
NCH2 D 0 A_Refire
Goto Ready+1
NCH2 EF 2
Goto Ready+1
NoAmmo:
NCH2 G 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor RisingSunWepSH : RisingSunWep replaces RisingSunWep
{+INVENTORY.RESTRICTABSOLUTELY Inventory.RestrictedTo megamans}

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

actor RisingSun
{
+BRIGHT
PROJECTILE
damagetype "RisingSun"
Obituary "$OB_RISINGSUN"
scale 2.5
+RIPPER
+DONTBLAST
Speed 64
Radius 3
Height 4
Damage (24)
States
{
Spawn:
RNCP KL 3
loop
}
}