actor WaterWaveBoss : MegaBuster 20063
{
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "%o was drowned by %k's Water Wave."
weapon.ammotype "WaterWaveClassAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
WAVA A 0 ACS_ExecuteAlways(998,0,503)
WAVA A 0 A_JumpIfInventory("WaterWaveClassAmmo",4,"Ready2")
WAVA A 10 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)
WAVA A 0 A_GiveInventory("WaterWaveClassAmmo",1)
Goto Ready+1
Ready2:
WAVA A 10 A_WeaponReady(WRF_NOSWITCH)
WAVA A 0 A_GiveInventory("WaterWaveClassAmmo",1)
loop
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
WAVA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
WAVA A 1 A_Raise
Loop
Fire:
WAVA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
WAVA A 0 A_FireCustomMissile("WaveHarpoon",0,0,8,0)
WAVA BC 3
WAVA A 10
WAVA A 0 A_GiveInventory("WaterWaveClassAmmo",1)
WAVA A 0 A_Refire
Goto Ready+1
Altfire:
WAVA A 0 A_JumpIfInventory("WaterWaveClassAmmo",4,"Wave")
/*WAVA A 2
WAVA A 8
WAVA A 0 A_Refire*/
Goto Ready+1
Wave:
WAVA A 0 A_PlaySoundEx("weapon/waterwave","Weapon")
WAVA A 0 A_TakeInventory("WaterWaveClassAmmo",4)
WAVA DDDEEE 2 A_FireCustomMissile("WaterWave2",0,0,0,-14)//A_SpawnItemEx("WaterWave",0,0,0,20,0,0,0)
WAVA A 8
WAVA A 0 A_Refire
Goto Ready+1
NoAmmo:
WAVA A 0
//WAVA A 0 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor WaveHarpoon 
{
PROJECTILE 
Radius 7 
Height 7 
scale 2.5 
Obituary "%o was stabbed by %k's Harpoons."
damage (20) 
+FORCEXYBILLBOARD
-RIPPER
+DONTBLAST 
speed 40 
States
{
Spawn:
HARP A 1
loop
}
}

actor WaterWave2 : WaterWave
{
Translation "196:200=192:192"
States
{
Continue:
TNT1 A 0 A_CustomMissile("WaterWave2",0,0,0,2,0)
TNT1 A 1
stop
}
}