actor DelayFlameWep : BaseMM8BDMWep
{
//$Category RNC-Weapons
//$Title Delay Flame
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 3
Tag "$TAG_DELAYFLAME"
Obituary "$OB_DELAYFLAME"
Inventory.Pickupmessage "$PU_DELAYFLAME"
weapon.ammotype "DelayFlameAmmo"
inventory.icon "RNCWP1"
States
{
SpawnLoop:
RNCW A -1
loop
Ready:
NCH1 D 0 ACS_ExecuteAlways(998,0,COL_DELAYFLAME)
NCH1 D 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NCH1 D 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NCH1 D 1 A_Raise
Loop
Fire:
AltFire:
NCH1 D 0 A_JumpIfNoAmmo("NoAmmo")
NCH1 D 0 A_PlaySoundEx("weapon/atomicfire","Weapon")
NCH1 D 0 A_FireCustomMissile("DelayFlame",0,1,8,-3)
NCH1 EF 3
NCH1 D 2
NCH1 D 0 A_Refire
Goto Ready+1
NoAmmo:
NCH1 D 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor DelayFlameWepSH : DelayFlameWep replaces DelayFlameWep
{+INVENTORY.RESTRICTABSOLUTELY Inventory.RestrictedTo megamans}

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

actor DelayFlame
{
PROJECTILE
damagetype "DelayFlame"
Obituary "$OB_DELAYFLAME"
scale 2.5
Speed 10
Radius 24
Height 12
Damage (19)
+DONTBLAST
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(259, 0, 0)
RNCP AB 3	
RNCP A 0 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
RNCP A 3 ThrustThingZ(0,2,0,1)
RNCP B 3 A_Stop
Moving:
RNCP AB 3 A_ChangeVelocity(Cos(pitch)*30,0,sin(-pitch)*30,CVF_RELATIVE)
RNCP AB 3
RNCP A 0 A_SpawnItemEx("DelayFlame2",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)
stop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor DelayFlame2 : DelayFlame
{
States
{
Spawn:
RNCP A 0
RNCP AB 3
loop
}
}