actor FlameBlastWep : MegaBuster 10066
{
Weapon.AmmoUse 2
Weapon.AmmoGive 112
Weapon.SlotNumber 4
Obituary "%o was scorched by %k's Flame Blast."
Inventory.Pickupmessage "Power up! Flame Blast!"
weapon.ammotype "FlameBlastAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "FLMBSI"
Scale 2.0
States
{
Spawn:
WEA2 P 1
loop
Ready:
FLMB I 0 ACS_ExecuteAlways(998,0,35)
FLMB I 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FLMB I 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FLMB I 1 A_Raise
Loop
Fire:
FLMB I 0 A_JumpIfNoAmmo("NoAmmo")
FLMB I 0 A_PlaySoundEx("weapon/mbuster","Weapon")
FLMB I 0 A_FireCustomMissile("FlameBlast",0,1,8,0)
FLMB JKI 5
FLMB I 0 A_Refire
Goto Ready+1
NoAmmo:
FLMB I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor FlameBlast // : MaceFX1
{
PROJECTILE
Damage (25)
Height 5
Radius 6
damagetype "Flame"
+DONTBLAST
-NOGRAVITY
Scale 2.5
speed 28
States
{
Spawn:
FLMB H 4
Goto Spawn
Death:
FLMB H 0 A_SpawnItemEx("FlamePillar",0,0,0)
stop
}
}

actor FlamePillar
{
PROJECTILE
-MISSILE
+DONTBLAST
Scale 2.5
-NOGRAVITY
Height 48
damagetype "Flame"
Speed 0
Radius 5
Damage (25)
reactiontime 15
States
{
Spawn:
FLMB A 0 
FLMB A 0 ACS_Execute(202,0)
FLMB H 1 A_JumpIf(z-floorz==0,"Flame")
FLMB A 0 A_ChangeFlag("MISSILE",1)
loop
Flame:
FLMB A 0 A_ChangeFlag("FLOORHUGGER",1)
FLMB A 0 A_ChangeFlag("MISSILE",1)
FLMB A 0 A_CountDown
FLMB ABCDEFGFGFGFGFG 1
loop
Death:
FLMB A 0 
stop
}
}
