actor SparkShockBoss : MegaBuster 20057
{
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "%o was shocked by %k's Spark Shock."
Inventory.Pickupmessage "Power up! Spark Shock!"
weapon.ammotype "BusterAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
SPAA A 0 ACS_ExecuteAlways(998,0,26)
SPAA B 1 A_WeaponReady(WRF_NOSWITCH)
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SPAA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SPAA A 1 A_Raise
Loop
Fire:
TNT1 A 1 A_SpawnItemEx("BigShockFX1",0,0,80)
SPAA C 1 A_SpawnItemEx("BigShockFX1",0,0,80)
SPAA C 1 A_SpawnItemEx("BigShockFX1",0,0,80)
SPAA C 1 A_SpawnItemEx("BigShockFX1",0,0,80)
SPAA D 1 A_SpawnItemEx("BigShockFX2",0,0,80)
SPAA D 1 A_SpawnItemEx("BigShockFX2",0,0,80)
SPAA D 1 A_SpawnItemEx("BigShockFX2",0,0,80)
SPAA E 1 A_SpawnItemEx("BigShockFX2",0,0,80)
SPAA E 1 A_SpawnItemEx("BigShockFX1",0,0,80)
SPAA E 1 A_SpawnItemEx("BigShockFX1",0,0,80)
//SPAA A 0 A_JumpIfNoAmmo("NoAmmo")
SPAA A 0 A_PlaySoundEx("weapon/sparkshock","Weapon")
SPAA A 0 A_FireCustomMissile("BigShock",0,1,0,0)
SPAA EDC 3
TNT1 A 28
BUST T 0 A_Refire
Goto Ready+1
Altfire:
//SPAS C 0 A_JumpIfNoAmmo("NoAmmo")
//SPAS C 0 A_PlaySoundEx("weapon/sparkshock","Weapon")
SPAS C 0 A_PlaySoundEx("weapon/sparkalt","Weapon")
/*SPAS C 0 A_SpawnItemEx("SparkShock",0,0,32,28,0,0,60)
SPAS B 0 A_SpawnItemEx("SparkShock",0,0,32,28,0,0,-60)
SPAS B 0 A_SpawnItemEx("SparkShock",0,0,32,28,0,0,120)
SPAS B 0 A_SpawnItemEx("SparkShock",0,0,32,28,0,0,-120)
SPAS B 0 A_SpawnItemEx("SparkShock",0,0,32,28,0,0,180)
SPAS B 0 A_SpawnItemEx("SparkShock",0,0,32,28,0,0,-180)
SPAS B 0 A_SpawnItemEx("SparkShock",0,0,32,28,0,0,0)*/
/*SPAA B 0 A_FireCustomMissile("SmallShock",0,0,0,0)
SPAA B 0 A_FireCustomMissile("SmallShock",45,0,0,0)
SPAA B 0 A_FireCustomMissile("SmallShock",90,0,0,0)
SPAA B 0 A_FireCustomMissile("SmallShock",135,0,0,0)
SPAA B 0 A_FireCustomMissile("SmallShock",180,0,0,0)
SPAA B 0 A_FireCustomMissile("SmallShock",225,0,0,0)
SPAA B 0 A_FireCustomMissile("SmallShock",270,0,0,0)
SPAA B 0 A_FireCustomMissile("SmallShock",315,0,0,0)*/
SPAA B 0 A_FireCustomMissile("SmallShock",0,0,0,0)
SPAS B 0 A_SpawnItemEx("SmallShock",0,0,32,28,0,0,45)
SPAS B 0 A_SpawnItemEx("SmallShock",0,0,32,28,0,0,-45)
SPAS B 0 A_SpawnItemEx("SmallShock",0,0,32,28,0,0,90)
SPAS B 0 A_SpawnItemEx("SmallShock",0,0,32,28,0,0,-90)
SPAS B 0 A_SpawnItemEx("SmallShock",0,0,32,28,0,0,135)
SPAS B 0 A_SpawnItemEx("SmallShock",0,0,32,28,0,0,-135)
SPAS B 0 A_SpawnItemEx("SmallShock",0,0,32,28,0,0,180)
SPAA B 3
SPAA A 6
SPAA B 3
TNT1 A 12
SPAS C 0 A_Refire
Goto Ready+1
NoAmmo:
SPAS C 0
//SPAS C 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor BigShock : SparkShock
{
Radius 12
Height 12
damage (35)
States
{
Spawn:
SPMS AB 4
loop
}
}

actor SmallShock : SparkShock
{
speed 32
States
{
Spawn:
SPMS CD 4
loop
}
}

actor BigShockFX1
{
scale 2.5
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
States
{
Spawn:
SPMS A 1
SPMS A 1
stop
}
}

actor BigShockFX2 : BigShockFX1
{
States
{
Spawn:
SPMS B 1
SPMS B 1
stop
}
}