actor CentaurFlashWep : MegaBuster 10080
{
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 6
Obituary "%o was distorted by %k's Centaur Flash."
Inventory.Pickupmessage "Power up! Centaur Flash!"
weapon.ammotype "CentaurFlashAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "CENTSI"
Scale 2.0
States
{
Spawn:
WEA3 G 1
loop
Ready:
CENF A 0 ACS_ExecuteAlways(998,0,51)
CENF A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CENF A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CENF A 1 A_Raise
Loop
Fire:
CENF A 0 A_JumpIfNoAmmo("NoAmmo")
CENF D 2
CENF A 0 A_PlaySoundEx("weapon/centaurflash","Weapon")
CENF A 0 A_FireCustomMissile("CentaurFlash",0,1,8,0)
CENF A 0 A_GiveInventory("Repulsion",1)
CENF D 11 ACS_ExecuteAlways(976,0)
CENF D 3
CENF A 0 A_Refire
CENF CB 3
Goto Ready+1
NoAmmo:
CENF A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor ScreenFlash : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
States
{
Pickup:
TNT1 A 1 ACS_ExecuteAlways(976,0)
stop
}
}

actor CentaurFlash
{
-SOLID
+NOGRAVITY
PROJECTILE
damage 0
radius 1
height 1
damagetype "Centaur"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(10, 1000,0)
stop
}
}

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