actor CrashBombWep : MegaBuster 10054
{
Weapon.AmmoUse 3
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was crashed by %k's Crash Bomb."
Inventory.Pickupmessage "Power up! Crash Bomb!"
weapon.ammotype "CrashBombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "CRASSI"
Scale 2.0
States
{
Spawn:
WEA2 C 1
loop
Ready:
CRAS X 0 ACS_ExecuteAlways(998,0,23)
CRAS X 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CRAS X 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CRAS X 1 A_Raise
Loop
Fire:
CRAS X 0 A_JumpIfNoAmmo("NoAmmo")
CRAS X 0 A_PlaySoundEx("weapon/mbuster","Weapon")
CRAS X 0 A_FireCustomMissile("CrashBomb",0,1,8,0)
CRAS YZ 5
CRAS X 15
CRAS X 0 A_Refire
Goto Ready+1
NoAmmo:
CRAS X 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor CrashBomb
{
PROJECTILE
Radius 6
Height 6
DamageType "Crash"
scale 2.5
damage 0
speed 40
States
{
Spawn:
CRAS A 1
loop
Death:
CRAS A 0 A_JumpIf(z-floorz<5, "Floor")
CRAS A 0 A_JumpIf(z-ceilingz==0-6, "Ceiling")
CRAS B 3 A_PlaySound("weapon/crashland")
CRAS C 3
CRAS DCDCDCDCDCDCDC 3
Goto XDeath
Floor:
CRAS E 3 A_PlaySound("weapon/crashland")
CRAS F 3
CRAS GFGFGFGFGFGFGF 3
Goto XDeath
Ceiling:
CRAS H 3 A_PlaySound("weapon/crashland")
CRAS I 3
CRAS JIJIJIJIJIJIJI 3
Goto XDeath
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
CRAS K 3 A_Explode(18,64,0)
CRAS LM  3
CRAS N 3 A_Explode(18,64,0)
CRAS OP 3
CRAS Q 3 A_Explode(18,64,0)
CRAS RS 3
CRAS T 3 A_Explode(18,64,0)
CRAS VW 3
stop
}
}