actor FloralHibiscusWep_NormalBar : NormalBar{args 108, 177}
actor FloralHibiscusWep : BaseMM8BDMWep
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 3
Inventory.Pickupmessage "$PU_FLORALHIBISCUS"
Obituary "$OB_FLORALHIBISCUS"
Tag "$TAG_FLORALHIBISCUS"
weapon.ammotype "FloralHibiscusAmmo"
inventory.icon "FHBCICON"
States
{
SpawnLoop:
FHBC Z 1
loop
Ready:
FHBC A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_FLORALHIBISCUS)
FHBC A 0 A_JumpIfNoAmmo("ReadyNoAmmo")
FHBC A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
ReadyNoAmmo:
FHBC U 1 A_WeaponReady
FHBC U 0 A_JumpIfNoAmmo("ReadyNoAmmo")
Goto Ready+1
Deselect:
FHBC A 0
goto DeselectSwap
Select:
FHBC A 0
goto SelectSwap
Fire:
FHBC B 0 A_JumpIfNoAmmo("NoAmmo")
FHBC A 0 A_PlaySoundEx("weapon/joegrenade","Weapon")
FHBC B 0 A_FireCustomMissile("FloralHibiscusFlower",0,1,8,0)
FHBC CDEFGH 2
FHBC A 0 A_JumpIfNoAmmo("EndNoAmmo")
FHBC A 2 Offset(0,42)
FHBC A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
FHBC A 0 
goto Ready+1
EndNoAmmo:
FHBC U 3 Offset(0,42)
FHBC U 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
FHBC U 0 
goto Ready+1
NoAmmo:
FHBC U 1 ACS_NamedExecute("core_noammo",0)
goto Ready+1
}
}

actor FloralHibiscusAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor FloralHibiscusFlower : BasicProjectile
{
PROJECTILE
+NOEXPLODEFLOOR
-NOGRAVITY
+SEEKERMISSILE
+BOUNCEONWALLS
bouncecount 3
reactiontime 9
damage (CallACS("vile_cbm_damage",14))
damagetype "FloralHibiscus"
Obituary "$OB_FLORALHIBISCUS"
speed 20
gravity 1.2
radius 32
height 32
scale 2.5
States
{
Spawn:
FHBC I 1
FHBC I 0 //A_PlaySoundEx("item/tango","Voice")
goto SpawnL
Spawn2:
TNT1 A 0 A_PlaySoundEx("Weapon/FloralHibiscusJump", "Voice")
FHBC B 0 A_ChangeVelocity(random(15,18),0,random(8,10),CVF_REPLACE|CVF_RELATIVE)
goto SpawnL
SpawnL:
FHBC LLL 1
FHBC M 1 A_CheckFloor("SpawnLF")
wait
SpawnLF:
FHBC M 0 A_Countdown
FHBC MI 2 A_Stop
FHBC IIII 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_CURSPEED,256,8)
FHBC IJK 2
goto Spawn2
Death:
RDBT B 0 A_Changeflag("NOGRAVITY",1)
RDBT B 0 A_PlaySound("weapon/rabidbursthit")
RDBT JKLMN 2
stop
}
}
