actor TimeBombWep_NormalBar : NormalBar{args 136, 45}
Actor TimeBombWep : BaseMM8BDMWep
{
//$Category MM8BDME-Weapons
//$Title Time Bomb
Weapon.AmmoUse 6
Weapon.AmmoGive 30
Weapon.SlotNumber 4
Obituary "$OB_TIMEBOMB"
Tag "$TAG_TIMEBOMB"
Inventory.Pickupmessage "$PU_TIMEBOMB"
weapon.ammotype "TimeBombAmmo"
inventory.icon "TBOMICON"
States
{
SpawnLoop:
TBOM H -1
loop
Ready:
TBOM A 0 ACS_NamedExecuteWithResult("core_weaponcolor",CLR_TIMEBOMB)
TBOM U 0 A_JumpIfNoAmmo("ReadyNoAmmo")
TBOM U 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
ReadyNoAmmo:
TBOM O 1 A_WeaponReady
TBOM O 0 A_JumpIfNoAmmo("ReadyNoAmmo")
Goto Ready+1
ReadyC:
Goto Ready+1
Deselect:
TBOM O 0
goto DeselectSwap
Select:
TBOM O 0
goto SelectSwap
Fire:
TBOM O 0 A_JumpIfNoAmmo("NoAmmo")
TBOM O 0 A_PlaySoundEx("weapon/deepdiggerthrow","Weapon")
TBOM E 0 A_JumpIfInventory("IsSpecialBot", 1 ,"ClockManCheck")
TBOM A 0 A_JumpIfInventory("IsBot", 1, "BotCheck")
RangedFire:
TBOM O 0 A_FireCustomMissile("TimeBomb",0,1,8,0)
TBOM IJKLMN 2
TBOM QP 2
TBOM U 0 A_JumpIfNoAmmo("NoAmmoDelay")
TBOM U 14
Goto Ready+1
NoAmmoDelay:
TBOM O 14
goto Ready+1
NoAmmo:
TBOM O 1 ACS_NamedExecute("core_noammo",0)
Goto Ready+1
BotCheck:
TBOM A 0 A_FireCustomMissile("TimeBomb",0,1,0,10,0,CallACS("Enc_BotLobDist",35,42))
Goto RangedFire+1
ClockManCheck:
TBOM O 0 A_JumpIfInventory("TimeSwitchSpeed", 1, 2)
TBOM O 1 A_GiveInventory("TimeSwitchWep",1)
TBOM O 1 A_SelectWeapon("TimeSwitchWep")
Goto Fire+3
}
}

Actor TimeBombAmmo : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 30
	+INVENTORY.IGNORESKILL
}

actor TimeBomb : BasicProjectile
{
PROJECTILE
-NOGRAVITY
Gravity 1.0
DamageType "TimeBomb"
Obituary "$OB_TIMEBOMB"
Speed 35
Damage (CallACS("vile_cbm_damage",14))
radius 16
height 16
scale 2.5
+BOUNCEONWALLS
+BOUNCEONCEILINGS
BounceCount 20
States
{
Spawn:
TBOM ARST 2
loop
XDeath:
TBOM A 0
stop
Crash:
Death:
TBOM A 0 A_Stop
TBOM A 0 A_SpawnItemEx("TimeBombExplosion")
stop
}
}

actor TimeBombExplosion : TimeBomb
{
PROJECTILE
damagetype "TimeBombExplosion"
+NOCLIP
damage (0)
radius 16
height 16
Scale 2.5
States
{
Spawn:
TNT1 E 0
TBOM A 0 A_PlaySoundEx("weapon/timebomb", "Weapon")
TNT1 A 0 A_Explode(CallACS("vile_cbm_damage",11),120,0,0,22) //This is really the only important part of this.
3TBM EFGHIKLM 1
stop
}
}