actor NemesisStrikerWep_NormalBar : NormalBar{args 75, 245}
Actor NemesisStrikerWep : BaseMM8BDMWep
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "$OB_NEMESISSTRIKER"
Tag "$TAG_NEMESISSTRIKER"
Inventory.Pickupmessage "$PU_NEMESISSTRIKER"
weapon.ammotype "NemesisStrikerAmmo"
inventory.icon "NSSBICON"
States
{
SpawnLoop:
NSSB Z -1
loop
Ready:
NSSB A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_NEMESISSTRIKER)
NSSB A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
NSSB A 0
Goto DeselectSwap
Select:
NSSB A 0
Goto SelectSwap
Fire:
NSSB A 0 A_JumpIfNoAmmo("NoAmmo")
NSSB A 0 A_PlaySoundEx("weapon/NemesisStriker","Weapon")
NSSB A 0 A_FireCustomMissile("NemesisStriker",0,1,4,0,0,0)
NSSB BC 1
NSSB A 2
NSSB A 0 A_Refire("RepeatFire")
Goto Ready+1
RepeatFire:
NSSB A 0 A_JumpIfNoAmmo("NoAmmo")
NSSB A 0 A_PlaySoundEx("weapon/NemesisStriker","Weapon")
NSSB A 0 A_FireCustomMissile("NemesisStriker",0,1,4,0,0,frandom(-3,3))
NSSB BC 1
NSSB A 2
NSSB A 0 A_Refire("RepeatFire")
Goto Ready+1
NoAmmo:
NSSB A 0 A_PlaySoundEx("weapon/SpurCharge1","Weapon")
NSSB A 0 A_FireCustomMissile("NemesisStrikerDuck",0,1,8,0)
NSSB BC 3
NSSB A 10
NSSB A 0 A_Refire
Goto Ready+1
}
}

Actor NemesisStrikerAmmo : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 28
	+INVENTORY.IGNORESKILL
}

actor NemesisStriker : BasicProjectile
{
+BRIGHT
PROJECTILE
+DONTBLAST
Radius 13
Height 10
Obituary "$OB_NEMESISSTRIKER"
damagetype "NemesisStriker"
scale 4.3
damage (CallACS("vile_cbm_damage",16))
speed 56
states
{
Spawn:
NSSB J 0
NSSB JKJKJKJKJKJK 2 A_SpawnItemEx("NemesisMissileSmoke", -8, 0, -4, random(-5, -1), 0, random(-2, 4))
Death:
TNT1 A 0 A_SpawnItemEx("SpurShotFlashyEndStar", 5, 0, -3, 0, 0, 0)
stop
}
}

actor NemesisStrikerDuck : BasicProjectile
{
Obituary "$OB_NEMESISSTRIKER2"
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
damagetype "NemesisStrikerDuck"
Speed 10
Damage (CallACS("vile_cbm_damage",3))
radius 6
height 6
scale 2.5
States
{
Spawn:
NSSB LMLMLM 4
goto Death
Death:
TNT1 A 0 A_SpawnItem("SpurShotFlashyEndStar")
stop
}
}

Actor NemesisExplosionSmoke : BasicGraphicEffect
{
translation "116:116=245:245", "99:99=75:75"
PROJECTILE
+NOINTERACTION
Scale 2.0
States
{
SpawnFrame:
GTRS ABCDEFG 3
stop
}
}

Actor NemesisMissileSmoke : BasicGraphicEffect
{
renderstyle "translucent"
translation "116:116=245:245", "99:99=75:75"
PROJECTILE
+NOINTERACTION
Scale 2.0
States
{
SpawnFrame:
GTRS H 0 ACS_NamedExecuteWithResult("core_alphaprojectile", CallACS("core_getptrtid", AAPTR_TARGET), APROJ_TEAM, 6553, 192) // 6553 = 0.1 * 65536
GTRS HIJK 3
stop
}
}