actor WindStormWep : MegaBuster 10071
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was blown away by %k's Wind Storm."
Inventory.Pickupmessage "Power up! Wind Storm!"
weapon.ammotype "WindStormAmmo"
inventory.icon "WINDSI"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEA2 V 1
loop
Ready:
BUBB D 0 ACS_ExecuteAlways(998,0,41)
BUBB D 1 A_WeaponReady
goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUBB D 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUBB D 1 A_Raise
Loop
Fire:
BUBB D 0 A_JumpIfNoAmmo("NoAmmo")
BUBB D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)
BUBB EF 5
BUBB D 2
BUBB D 0 A_Refire
goto Ready+1
NoAmmo:
BUBB D 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor WindStormStart
{
PROJECTILE
-NOGRAVITY
Damage (10)
damagetype "Wind"
Height 8
Radius 16
Scale 2.5
Speed 25
States
{
Spawn:
WINS ABCD 4
loop
Death:
TNT1 A 0 A_JumpIf(z-floorz==0,"Death2")
TNT1 A 1
stop
Death2:
TNT1 A 1 A_SpawnItemEx("WindStorm",0,0,0,18,0,0,0,0,0)
stop
}
}

actor WindStorm// : MaceFX1
{
-SOLID
PROJECTILE
-NOGRAVITY
Damage (25)
damagetype "Wind"
Height 9
Radius 16
Scale 2.5
gravity 3.0
speed 20
States
{
Spawn:
WINS A 4 A_SpawnItemEx("WindBlower")
WINS A 0 A_GiveInventory("Clip",1)
WINS BCD 4 A_SpawnItemEx("WindBlower")
loop
Death:
TNT1 A 0 A_JumpIfInventory("Clip",1,"Continue")
TNT1 A 1
stop
Continue:
TNT1 A 0  A_CustomMissile("WindStorm",0,0,0,2,0)
TNT1 A 1
stop
}
}

actor WindBlower
{
PROJECTILE
Damage 0
speed 0
damagetype "Wind"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(8, 128, 0)
stop
}
}