actor SoundTestWep_NormalBar : NormalBar{args 59,194}
actor SoundTestWep : BaseMM8BDMWep
{
Weapon.AmmoUse 3
Weapon.AmmoGive 27
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_SOUNDTEST"
Obituary "$OB_SOUNDTEST"
Tag "$TAG_SOUNDTEST"
weapon.ammotype "SoundTestAmmo"
inventory.icon "STSTICON"
States
{
SpawnLoop:
STST Z 1
loop
Ready:
STST A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_SOUNDTEST)
STST A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
STST A 0 
goto DeselectSwap
Select:
STST A 0 
goto SelectSwap
Fire:
STST A 0 A_JumpIfNoAmmo("NoAmmo")
STST A 0 A_PlaySoundEx("Weapon/SoundTest", "Weapon")
STST I 0 A_PlaySoundEx("weapons/mm7/noisecrushfire","SoundSlot6")
STST A 0 A_GiveInventory("SoundTest_P",1)
STS0 ABCDEF 2
STST A 20
STST A 0 A_Refire
Goto Ready+1
NoAmmo:
STST A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor SoundTestAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 27
+INVENTORY.IGNORESKILL
}

actor SoundTest_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_FireCustomMissile("SoundTest",45*0,1,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest",45*1,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest",45*2,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest",45*3,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest",45*4,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest",45*5,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest",45*6,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest",45*7,0,0,0)

TNT1 A 0 A_FireCustomMissile("SoundTest2",45*0,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest2",45*1,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest2",45*2,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest2",45*3,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest2",45*4,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest2",45*5,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest2",45*6,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest2",45*7,0,0,0)

TNT1 A 0 A_FireCustomMissile("SoundTest3",45*0,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest3",45*1,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest3",45*2,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest3",45*3,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest3",45*4,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest3",45*5,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest3",45*6,0,0,0)
TNT1 A 0 A_FireCustomMissile("SoundTest3",45*7,0,0,0)
stop
}
}

actor SoundTest : BasicProjectile
{
+BRIGHT
damagetype "Buster"
Obituary "$OB_SOUNDTEST"
Speed 24
+THRUACTORS
+RIPPER
scale 3.25
var int user_PierceRipper;
Damage (CallACS("vile_cbm_damage",10))
radius 20
height 20
reactiontime 105
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Changeflag("THRUACTORS",0)
TNT1 A 0 A_Jump(256,"FrameA","FrameB")
goto FrameA
FrameA:
STST E 0 A_Countdown
STST E 1 A_Weave(0, 5, 0, 0.75)
loop
FrameB:
STST F 0 A_Countdown
STST F 1 A_Weave(0, 5, 0, 0.75)
loop
Death:
STST G 3
stop
}
}

actor SoundTest2 : SoundTest {Speed 32}
actor SoundTest3 : SoundTest {Speed 40}