actor BrassBulletWep_NormalBar : NormalBar{args 64, 230}
Actor BrassBulletWep : BaseMM8BDMWep
{
//$Category MM8BDME-Weapons
//$Title Brass Bullet
Weapon.AmmoUse 3
Weapon.AmmoGive 27
Weapon.SlotNumber 2
Obituary "$OB_BRASSBULLET"
Tag "$TAG_BRASSBULLET"
Inventory.Pickupmessage "$PU_BRASSBULLET"
weapon.ammotype "BrassBulletAmmo"
inventory.icon "BRBUICON"
States
{
SpawnLoop:
BRBU I -1
loop
Ready:
BRBU F 0 ACS_NamedExecuteWithResult("core_weaponcolor",CLR_BRASSBULLET)
BRBU F 1 A_WeaponReady
Goto Ready+1
ReadyC:
Goto Ready+1
Deselect:
BRBU F 0
goto DeselectSwap
Select:
BRBU F 0
goto SelectSwap
Fire:
BRBU F 0 A_JumpIfNoAmmo("NoAmmo")
BRBU E 0 A_JumpIfInventory("IsSpecialBot", 1 ,"BulletManCheck")
BRBU F 0 A_PlaySoundEx("weapon/brassbullet","Weapon")
BRBU G 4 A_FireCustomMissile("BrassBullet",0,1,8,0)
BRBU HFFFFF 4
BRBU F 20
Goto Ready+1
NoAmmo:
BRBU F 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
BulletManCheck:
TOPH A 0 A_JumpIf(ACS_NamedExecuteWithResult("core_radiuspull", 0, 800, 0)>0, 1)
Goto Fire+2
BUTS B 1 A_GiveInventory("BulletVulcanWep",1)
BUST B 1 A_SelectWeapon("BulletVulcanWep")
Goto Fire+2
}
}

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

actor BrassBullet : BasicProjectile
{
PROJECTILE
DamageType "BrassBullet"
Obituary "$OB_BRASSBULLET"
Speed 30
+SEEKERMISSILE
-EXTREMEDEATH
+SCREENSEEKER
var int user_dmg;
Damage (CallACS("vile_cbm_damage",7+user_dmg))
radius 8
height 8
scale 2.5
var int user_TranslateWhiteColors;
States
{
Spawn:
TNT1 A 2
Spawn2:
BRBU AAABBBAAABBB 1 A_SeekerMissile(20,20,SMF_PRECISE|SMF_LOOK,256,2)
BRBU A 0 A_PlaySoundEx("weapon/brassbeep","Body")
BRBU A 0 A_SetUserVar("user_dmg",user_dmg+5)
BRBU A 0 A_GiveInventory("CutterFlag",1)
BRBU A 0 A_GiveInventory("CutterFlag",9,"loopit")
loop
loopit:
BRBU AAABBB 1 A_SeekerMissile(20,20,SMF_PRECISE|SMF_LOOK,256,2)
loop
Death:
BVUL IJKLM 1
stop
}
}