actor TwinkleBusterWep_NormalBar : NormalBar{args 4, 216}
actor TwinkleBusterWep : BaseMM8BDMWep
{
Weapon.AmmoUse 1
Weapon.AmmoGive 32
Weapon.SlotNumber 3
Obituary "$OB_TWINKLEBUSTER"
Inventory.Pickupmessage "$PU_TWINKLEBUSTER" 
Tag "$TAG_TWINKLEBUSTER"
weapon.ammotype "TwinkleBusterAmmo"
inventory.icon "TWBSICON"
Scale 2.0
States
{
SpawnLoop: 
TWBS Z 1
loop
Ready: 
TWBS A 0
TWBS A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_TWINKLEBUSTER) 
TWBS A 1 A_WeaponReady
Goto Ready+2
ReadyC: Goto Ready+2
Deselect: 
TWBS A 0
goto DeselectSwap
Select: 
TWBS A 0
goto SelectSwap
Fire: 
TWBS A 0 A_JumpIfNoAmmo("NoAmmo") 
TWBS A 0 A_PlaySoundEx("weapon/twinklebuster","Weapon")
TWBS A 0 A_FireCustomMissile("TwinkleBuster",0,1,8,0)
TWBS A 0 A_FireCustomMissile("TwinkleBuster2",4,0,8,0)
TWBS A 0 A_FireCustomMissile("TwinkleBuster3",8,0,8,0)
TWBS A 0 A_FireCustomMissile("TwinkleBuster2",-4,0,8,0)
TWBS A 0 A_FireCustomMissile("TwinkleBuster3",-8,0,8,0)
TWBS BC 3
TWBS A 3
TWBS B 0 A_Refire
Goto Ready+2 
NoAmmo: 
TWBS A 1 ACS_NamedExecute("core_noammo",0)
Goto Ready+2
}
}

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

actor TwinkleBuster : BasicProjectile
{
+BRIGHT
Obituary "$OB_TWINKLEBUSTER"
PROJECTILE
Damage (CallACS("vile_cbm_damage",6))
damagetype "TwinkleBuster"
speed 49
Scale 2.5
Height 12
Radius 12
States
{
Spawn:
TNT1 A 0
TWBS EFGH 2
loop
}
}

actor TwinkleBuster2 : TwinkleBuster {speed 47}
actor TwinkleBuster3 : TwinkleBuster {speed 45}

