actor PorcupineFishWep_NormalBar : NormalBar{args 91, 165}
Actor PorcupineFishWep : BaseMM8BDMWep
{
Weapon.AmmoUse 5
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "$OB_PORCUPINEFISH"
Tag "$TAG_PORCUPINEFISH"
Inventory.Pickupmessage "$PU_PORCUPINEFISH"
weapon.ammotype "PorcupineFishAmmo"
inventory.icon "PFSHICON"
States
{
SpawnLoop:
PFSH Z -1
loop
Ready:
PFSH A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_PORCUPINEFISH)
PFSH A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
PFSH A 0
Goto DeselectSwap
Select:
PFSH A 0
Goto SelectSwap
Fire:
PFSH A 0 A_JumpIfNoAmmo("NoAmmo")
PFSH A 0 A_PlaySoundEx("weapon/porcupinefish","Weapon")
PFSH A 0 A_FireCustomMissile("PorcupineFish",0,1,4,0,0,0)
PFSH A 0 A_FireCustomMissile("PorcupineFish",random(-8,-4),0,4,0,0,random(-4,4))
PFSH A 0 A_FireCustomMissile("PorcupineFish",random(4,8),0,4,0,0,random(-4,4))
PFSH A 0 A_FireCustomMissile("PorcupineFish",random(-12,-6),0,4,0,0,random(-8,8))
PFSH A 0 A_FireCustomMissile("PorcupineFish",random(6,12),0,4,0,0,random(-8,8))
PFSH A 0 A_FireCustomMissile("PorcupineFish",random(-16,-8),0,4,0,0,random(-10,10))
PFSH A 0 A_FireCustomMissile("PorcupineFish",random(8,16),0,4,0,0,random(10,10))
PFSH A 0 A_FireCustomMissile("PorcupineFish",random(-10,10),0,4,0,0,random(-12,12))
PFSH IJKLMN 2
PFSH A 12
Goto Ready+1
NoAmmo:
PFSH A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

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

actor PorcupineFishProtect : PowerProtection
{
Powerup.duration 3
damagefactor "PorcupineFish", 0.92
}


actor PorcupineFish : BasicProjectile
{
+NOEXPLODEFLOOR
PROJECTILE
+DontBlast
Radius 16
Height 16
scale 2.5
damage (CallACS("vile_cbm_damage",9))
DamageType "PorcupineFish"
Obituary "$OB_PORCUPINEFISH"
speed 30
States
{
Spawn:
PFSH D 0
SpawnLoop:
PFSH DE 2 
PFSH DEDEDE 2 A_Recoil(1.8)
goto Spawn2
Spawn2:
PFSH FG 2 A_Recoil(1.8)
loop
Death:
TNT1 A 3 A_SpawnItemEx("SpurShotFlashyEndStar", 5, 0, -3, 0, 0, 0,0,1)
stop
}
}