Actor RedBFG : Weapon
{
  Tag "Red BFG"
  Weapon.Selectionorder 4050
  Weapon.KickBack 100
  Weapon.AmmoType "DemonAmmo"
  Weapon.AmmoGive 40
  Weapon.AmmoUse 15
  Weapon.AmmoType2 "DemonAmmo"
  Weapon.PreferredSkin "Minigun-Marine"
  Inventory.PickupMessage "Red BFG"
  Inventory.PickupSound "weapons/demontechload"
  Obituary "%o got was divided by zero by %k's nothing"
  Decal DoomImpScorch
  States
	{
Spawn:
	BBFG Z -1
	Loop
Ready:
	TNT1 A 0 A_PlayWeaponSound("weapons/Hbfg10kidle")
	BBFG AAA 1 A_WeaponReady
	BBFG BBB 1 A_WeaponReady
	BBFG CCC 1 A_WeaponReady
	Loop
Select:
	BBFG D 1 Offset(-90,69)
	BBFG D 1 Offset(-70,60)
	BBFG D 1 Offset(-55,52)
	BBFG D 1 Offset(-35,45)
	BBFG D 1 Offset(-15,39)
	BBFG D 1 Offset(-1,35)
SelectRaise:
	BBFG D 1 A_Raise
Deselect:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	TNT1 A 0 A_Lower
	BBFG D 1 A_Lower
	Loop
Fire:
	BBFG D 0 A_StopSound(6)
    BBFG D 1 A_PlayWeaponSound("devastator/charge")
	BBFG D 10
    BBFG E 3 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG F 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG E 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG F 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG E 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG F 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    TNT1 A 0 A_Refire
	TNT1 A 0 A_Playsound("devastator/fire")
	TNT1 A 0 A_FireCustomMissile("BuffPlayerDevastatorBall")
	BBFG EEEE 1 Bright
	BBFG FFF 1 Bright
	BBFG G 5 Bright
	BBFG H 4 Bright
	BBFG A 1 
	GoTo Ready
Hold:
	BBFG D 0 A_StopSound(6)
    BBFG D 1 A_PlayWeaponSound("weapons/devfch")
    BBFG E 3 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG F 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG E 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG F 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG E 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    BBFG F 4 Bright A_SpawnItemEx("RedSparkleSpawner3",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
    TNT1 A 0 A_Refire
	TNT1 A 0 A_Playsound("devastator/fire")
	BBFG EEEE 1 Bright A_FireCustomMissile("BuffPlayerDevastatorBall")
	BBFG FFF 1 Bright
	BBFG G 5 Bright
	BBFG H 4 Bright
	BBFG A 1 
	GoTo Ready
    }
}

ACTOR BuffPlayerDevastatorBall : DevastatorBall 
{
  
  +NODAMAGETHRUST
  Species "Player"
  DamageType "PlayerDevBall"
}