actor OkamiClawWep_NormalBar : NormalBar{args 87, 77}
actor OkamiClawWep_ScriptBar : ScriptBar{}
actor OkamiClawWep : BaseMM8BDMWep
{
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "$OB_OKAMICLAW"
Inventory.Pickupmessage "$PU_OKAMICLAW" 
Tag "$TAG_OKAMICLAW"
weapon.ammotype "OkamiClawAmmo"
inventory.icon "OKMCICON"
Scale 2.0
States
{
SpawnLoop: 
OKMC Z 1
loop
Ready: 
OKMC A 0
OKMC A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_OKAMICLAW)
OKMC A 1 A_WeaponReady
Goto Ready+2
ReadyC: Goto Ready+2
Deselect: 
OKMC A 0
goto DeselectSwap
Select: 
OKMC A 0
goto SelectSwap
Fire:
OKMC B 0 A_JumpIfNoAmmo("NoAmmo")
OKMC B 2 offset(30,62)
OKMC B 2 offset(60,92)
OKMC A 0 A_PlaySoundEx("weapon/okamiclaw","Weapon")
OKMC B 0 A_FireCustomMissile("OkamiClaw",0,1,8,0)
OKMC C 2 offset(30,73)
OKMC C 2 offset(-21,35)
OKMC D 2 offset(-24,19)
OKMC D 8 offset(-9,-6)
OKMC D 2 offset(-5,5)
OKMC B 2 offset(-3,2)
OKMC B 2 offset(-1,15)

OKMC A 2 offset(-4,22)
OKMC A 2 offset(-2,29)
OKMC A 6 A_WeaponReady(14)
Goto Ready+2
NoAmmo: 
OKMC A 1 ACS_NamedExecute("core_noammo",0)
Goto Ready+2

}
}

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

actor OkamiClawBoost : CustomInventory 
{
States
{
Pickup: 
TNT1 A 0 A_CheckFloor("nOPE")
TNT1 A 0 ThrustThingZ(0,34,0,1) 
stop
Nope:
TNT1 A 0
stop
}
}

actor OkamiClaw : ProjSpawnFuncActor
{
translation "198:198=[51,106,116]:[51,106,116]", "192:192=[164,196,203]:[164,196,203]"
var int user_PierceRipper;
PROJECTILE
Obituary "$OB_OKAMICLAW"
Damagetype "OkamiClaw"
+RIPPER
+DONTBLAST
+DONTSPLASH
+FORCEXYBILLBOARD
+DONTREFLECT
+NOTARGETSWITCH
damage (0)
Radius 4
Height 4
speed 20
scale 2.5
States
{
Spawn:
TNT1 D 0
TNT1 A 0 A_GiveInventory("PierceRipperLimit", 3)
TNT1 A 0 A_JumpIf(momz>=10, "Upwards")
goto Default
Upwards:
F_PR D 0 A_GiveToTarget("OkamiClawBoost",1)
F_PR HHHHGG 1 A_Explode(CallACS("vile_cbm_damage",19),36,0,0,24)
F_PR G 0 A_ScaleVelocity(0.6)
F_PR GGGGG 1 A_Explode(CallACS("vile_cbm_damage",19),36,0,0,24)
F_PR G 2 A_SetScale(2.0,2.0)
F_PR D 2 A_SetScale(1.4,1.4)
stop
Default:
F_PR FFFFDD 1 A_Explode(CallACS("vile_cbm_damage",19),36,0,0,24)
F_PR D 0 A_ScaleVelocity(0.6)
F_PR DDDDD 1 A_Explode(CallACS("vile_cbm_damage",19),36,0,0,24)
F_PR D 2 A_SetScale(1.4,1.4)
stop
}
}