actor GravityHoldWep : MegaBuster 10079
{
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Weapon.SlotNumber 6
Obituary "%o was smashed by %k's Gravity Hold."
Inventory.Pickupmessage "Power up! Gravity Hold!"
weapon.ammotype "GravityHoldAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "GRAVSI"
Scale 2.0
States
{
Spawn:
WEA3 F 0
WEA3 F 0 //A_JumpIf(ACS_ExecuteWithResult(975,0)==1,"Death")
WEA3 F 1 //A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
WEA3 F 1
Goto Spawn + 3
Ready:
FSTO A 0 ACS_ExecuteAlways(998,0,50)
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 A 0 A_FireCustomMissile("GravityHold",0,1,8,0)
FSTO BC 1
FSTO A 0 A_PlaySoundEx("weapon/gravityhold","Weapon")
FSTO D 45
FSTO C 2
FSTO A 0 A_Refire
Goto Ready+1
NoAmmo:
FSTO A 1 ACS_Execute(979,0)
Goto Ready+1
Death:
WEA3 F 0
stop
}
}

actor GravityHold
{
-SOLID
+NOGRAVITY
PROJECTILE
damage 0
radius 1
height 1
damagetype "Gravity"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5, 1000,0)
TNT1 A 1 A_Explode(5, 1000,0)
TNT1 A 1 A_Explode(5, 1000,0)
TNT1 A 1 A_Explode(5, 1000,0)
TNT1 A 1 A_Explode(5, 1000,0)
stop
}
}

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