actor MagnetMissileWep : MegaBuster 10038
{
Weapon.AmmoUse 3
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Obituary "%o was magnetized by %k's Magnet Missile."
Inventory.Pickupmessage "Power up! Magnet Missile!"
weapon.ammotype "MagnetAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "MAGNETSI"
Scale 2.0
States
{
Spawn:
WEAP I 1
loop
Ready:
MAGG C 0 ACS_ExecuteAlways(998,0,8)
MAGG C 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
MAGG C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
MAGG C 1 A_Raise
Loop
Fire:
MAGG C 0 A_JumpIfNoAmmo("NoAmmo")
MAGG C 0 A_PlaySoundEx("weapon/magnetmissile","Weapon")
MAGG C 0 A_FireCustomMissile("MagnetMissile",0,1,8,0)
MAGG DEC 4
MAGG C 12
MAGG C 0 A_Refire
Goto Ready+1
NoAmmo:
MAGG C 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor MagnetMissile : MageStaffFX2
{
PROJECTILE
Radius 8
Height 5
scale 2.5
damagetype "Magnet"
damage (24)
speed 47
+SEEKERMISSILE
-EXTREMEDEATH
reactiontime 60
States
{
Spawn:
MAGG A 2 A_MStaffTrack
MAGG A 0 A_CountDown
loop
Death:
MMFX BCDE 2
stop
}
}