actor FlashStopperWep : MegaBuster 
{
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Weapon.SlotNumber 6
Obituary "%o's visuals were fried by %k's Flash Stopper."
Inventory.Pickupmessage "Power up! Flash Stopper!"
weapon.ammotype "FlashStopperAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "BRIGHSI"
Scale 2.0
States
{
Spawn:
WEA3 E 1
loop
Ready:
FSTO A 0 ACS_ExecuteAlways(998,0,49)
FSTO A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FSTO A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FSTO A 1 A_Raise
Loop
Fire:
FSTO A 0 A_JumpIfNoAmmo("NoAmmo")
FSTO BC 2 
FSTO A 0 A_PlaySoundEx("weapon/flashstopper","Weapon")
FSTO A 0 A_FireCustomMissile("FlashStopper",0,1,8,0)
FSTO D 40 ACS_ExecuteAlways(976,0)
FSTO C 3 
FSTO A 0 A_Refire
Goto Ready+1
NoAmmo:
FSTO A 1 ACS_Execute(979,0)
Goto Ready+1
}
}


actor FlashStopperGiver : CustomInventory 10078
{
Inventory.Pickupmessage "Power up! Flash Stopper!"
inventory.pickupsound "weapon/weaponup"
Inventory.RespawnTics 1800
scale 2.0
states
{
Spawn:
WEA3 E 1
loop
Pickup:
WEA3 E 0 A_GiveInventory("FlashStopperWep")
stop
}
}

actor FlashStopper
{
-SOLID
+NOGRAVITY
PROJECTILE
damage 0
radius 1
height 1
damagetype "Bright"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5, 450,0)
stop
}
}

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

actor Flashed : PowerDamage
{
powerup.duration 105
damagefactor "normal", 1.0
}