actor AutoBomberWep_NormalBar : NormalBar{args 4, 128}
actor AutoBomberWep : BaseMM8BDMWep
{
dropitem "AutoBomberWep"
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.SlotNumber 3
Inventory.Pickupmessage "$PU_AUTOBOMBER"
Obituary "$OB_AUTOBOMBER"
Tag "$TAG_AUTOBOMBER"
weapon.ammotype "AutoBomberAmmo"
inventory.icon "ATBMICON"
States
{
SpawnLoop:
ATBM Z 1
loop
Ready:
ATBM A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_AUTOBOMBER)
ATBM A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
ATBM A 0 
goto DeselectSwap
Select:
ATBM A 0 
goto SelectSwap
Fire:
ATBM A 0 A_JumpIfNoAmmo("NoAmmo")
ATBM A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
ATBM A 0 A_FireCustomMissile("AutoBomberBomb",random(-8,8),1,8,0)
ATBM B 2
ATBM C 2
ATBM A 0 A_Refire
ATBM CB 2
ATBM BBA 2
ATBM A 2 A_WeaponReady
Goto Ready+1
NoAmmo:
ATBM A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor AutoBomberAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 40
+INVENTORY.IGNORESKILL
}

actor AutoBomberBomb : BasicProjectile
{
PROJECTILE
-NOGRAVITY
+HEXENBOUNCE
damage (CallACS("vile_cbm_damage",1))
translation "227:227=128:128"
damagetype "AutoBomber"
Obituary "$OB_AUTOBOMBER"
scale 2.5
gravity 3.0
reactiontime 10
speed 28
states
{
Spawn:
EDDI N 0
EDDI N 0 ThrustThingZ(0,35,0,1)
EDDI MN 1 
EDDI K 0
EDDI OP 1
EDDI K 0 //A_SpawnItemEx("AutoBombTrail")
EDDI MN 1
EDDI K 0 //A_SpawnItemEx("AutoBombTrail")
EDDI O 1
EDDI P 1 A_ChangeFlag("HEXENBOUNCE", 0)
Bomb:
EDDI K 0 A_SpawnItemEx("AutoBombTrail")
EDDI MN 1
EDDI K 0 A_SpawnItemEx("AutoBombTrail")
EDDI OP 1
EDDI K 0 A_SpawnItemEx("AutoBombTrail")
EDDI MN 1
EDDI K 0 A_SpawnItemEx("AutoBombTrail")
EDDI O 1
EDDI P 1 A_CountDown
loop
Death:
NAPA A 0 A_Stop
NAPA A 0 A_PlaySoundEx("misc/mm3explosion", "Weapon")
NAPA A 0 A_ChangeFlag("NOGRAVITY",1)
NAPA D 0 A_Explode(CallACS("vile_cbm_damage",11), 165, 0)
NAPA EFGHIJKLMNOPQRS 2
stop
}
}

actor AutoBombTrail : BasicGraphicEffect
{
+CLIENTSIDEONLY
scale 2.5
+NOINTERACTION
+NOGRAVITY
translation "227:227=128:128"
renderstyle translucent
alpha 0.9
states
{
SpawnFrame:
EDDI M 1 A_FadeOut(0.2)
loop
}
}