actor CrystalEyeBoss : MegaBuster
{
Weapon.AmmoUse2 4
Weapon.AmmoGive2 28
Weapon.SlotNumber 4
Obituary "%o did not see %k's Crystal Eye."
weapon.ammotype2 "CrystalEyeClassAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.ALT_AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEA2 N 1
loop
Ready:
CRYA A 0 ACS_ExecuteAlways(998,0,223)
CRYA A 0 A_JumpIfInventory("CrystalEyeClassAmmo",9,"Ready2")
CRYA A 7 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
CRYA A 0 A_GiveInventory("CrystalEyeClassAmmo",1)
Goto Ready+1
Ready2:
CRYA A 7 A_WeaponReady(WRF_NOSWITCH)
CRYA A 0 A_GiveInventory("CrystalEyeClassAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CRYA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CRYA A 1 A_Raise
Loop
Fire:
CRYA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
CRYA A 0 A_FireCustomMissile("CrystalShot",0,0,8,0)
CRYA AB 5
CRYA A 5
CRYA A 0 A_GiveInventory("CrystalEyeClassAmmo",1)
CRYA A 5
CRYA A 0 A_Refire
Goto Ready+1
AltFire:
CRYA A 0 A_JumpIfInventory("CrystalEyeClassAmmo",9,"Bler")
goto Ready+1
Bler:
CRYA AB 5
CRYA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
CRYA A 0 A_FireCustomMissile("CMCrystalEyeBit",0,0,0,0)
CRYA A 0 A_FireCustomMissile("CMCrystalEyeBit",90,0,0,0)
CRYA A 0 A_FireCustomMissile("CMCrystalEyeBit",180,0,0,0)
CRYA A 0 A_FireCustomMissile("CMCrystalEyeBit",270,0,0,0)
CRYA A 0 A_TakeInventory("CrystalEyeClassAmmo",6)
CRYA A 25
CRYA A 0 A_Refire
Goto Ready+1
NoAmmo:
CRYA A 0
//CRYA A 0 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor CrystalShot
{
PROJECTILE
Damage (20)
Height 8
Radius 8
//damagetype "Crystal"
damagetype "CrystalBit"
+DOOMBOUNCE
BounceCount 3
//+FLOORHUGGER
Scale 2.5
speed 28
States
{
Spawn:
//CRYE NOPQRNN 4
//CRYE FGHIJFF 4
CRYE FOHQJNF 4
loop
Death:
TNT1 A 0
stop
}
}

actor CMCrystalEyeBit : CrystalEyeBit
{
Damage(20)
//damagetype "Crystal"
speed 40
States
{
Spawn:
CRYE F 0 A_CountDown
CRYE FOHQJNF 4
loop
}
}