actor BlamBarrageWep_NormalBar : NormalBar{args 102, 220}
Actor BlamBarrageWep : BaseMM8BDMWep
{
Weapon.AmmoUse 1
Weapon.AmmoGive 56
Weapon.SlotNumber 3
Obituary "$OB_BLAMBARRAGE"
Tag "$TAG_BLAMBARRAGE"
Inventory.Pickupmessage "$PU_BLAMBARRAGE"
weapon.ammotype "BlamBarrageAmmo"
inventory.icon "BLBGICON"
States
{
SpawnLoop:
BLBG Z -1
loop
Ready:
BLBG A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_BLAMBARRAGE)
BLBG A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
BLBG A 0
Goto DeselectSwap
Select:
BLBG A 0
Goto SelectSwap
Fire:
BLBG A 0 A_JumpIfNoAmmo("NoAmmo")
BLBG A 0 A_PlaySoundEx("weapon/blambarrage","Weapon")
BLBG A 0 A_FireCustomMissile("BlamBarrage",frandom(-2.1,2.1),1,8,0,0,frandom(-2.1,2.1))
BLBG BC 1
BLBG A 2
BLBG A 0 A_Refire
Goto Ready+1
NoAmmo:
BLBG A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

Actor BlamBarrageAmmo : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 56
	+INVENTORY.IGNORESKILL
}

actor BlamBarrage : BasicFastProjectile
{
Obituary "$OB_BLAMBARRAGE"
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
damagetype "BlamBarrage"
Speed 65
Damage (CallACS("vile_cbm_damage",11))
radius 8
height 8
scale 2.75
States
{
Spawn:
BLBG D 1
loop
Death:
TNT1 A 0 A_SpawnItem("BlamFX")
stop
}
}

actor BlamFX : ExplosionEffect1
{
    mass 1
	scale 1.5
}