actor WaterWaveWep : MegaBuster 10063
{
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 3
Obituary "%o was drowned by %k's Water Wave."
Inventory.Pickupmessage "Power up! Water Wave!"
weapon.ammotype "WaterWaveAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "WATRSI"
Scale 2.0
States
{
Spawn:
WEA2 M 1
loop
Ready:
BLIZ D 0 ACS_ExecuteAlways(998,0,32)
BLIZ D 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BLIZ D 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BLIZ D 1 A_Raise
Loop
Fire:
BLIZ D 0 A_JumpIfNoAmmo("NoAmmo")
BLIZ D 0 A_PlaySoundEx("weapon/waterwave","Weapon")
BLIZ D 0 A_TakeInventory("WaterWaveAmmo",2)
BLIZ EEEFFF 2 A_FireCustomMissile("WaterWave",0,0,0,-14)//A_SpawnItemEx("WaterWave",0,0,0,20,0,0,0)
BLIZ D 8
BLIZ D 0 A_Refire
Goto Ready+1
NoAmmo:
BLIZ D 0 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor WaterWave // : MaceFX1
{
-SOLID
PROJECTILE
-NOGRAVITY
Damage (4)
Height 40
Radius 6
damagetype "WaterWave"
//+FLOORHUGGER
Scale 2.5
gravity 900.0
speed 20
States
{
Spawn:
WWAV A 1
WWAV A 0 A_GiveInventory("Clip",1)
WWAV ABCDCB 4
Goto Spawn+2
Death:
TNT1 A 0 A_JumpIfInventory("Clip",1,"Continue")
TNT1 A 1
stop
Continue:
TNT1 A 0 A_CustomMissile("WaterWave",0,0,0,2,0)
TNT1 A 1
stop
}
}

actor WaterWaveTEMPORARY
{
-SOLID
PROJECTILE
-NOGRAVITY
Damage (5)
Height 52
Radius 6
+FLOORHUGGER
Scale 2.5
speed 20
States
{
Spawn:
WWAV A 1
WWAV A 0 A_GiveInventory("Clip",1)
WWAV ABCDCB 4
loop
}
}