Actor MagnetChaserWep_V_NormalBar : NormalBar {Args 4, 199}
actor MagnetChaserWep_V : BaseMM8BDMWep
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_MAGNETCHASER"
Obituary "$OB_MAGNETCHASER"
Tag "$TAG_MAGNETCHASER"
weapon.ammotype "MagnetChaserAmmo_V"
inventory.icon "MGCSICON"
States
{
SpawnLoop:
MGCS A 1
loop
ReadyC: Goto Ready+1
Ready:
MGCS B 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_MAGNETCHASER)
MGCS B 1 A_WeaponReady
Goto Ready+1
Deselect:
MGCS B 0
goto DeselectSwap
Select:
MGCS B 0
goto SelectSwap
Fire:
MGCS B 0 A_JumpIfNoAmmo("NoAmmo")
MGCS B 0 A_PlaySoundEx("weapon/magnetchaser","Weapon")
MGCS B 0 A_FireCustomMissile("MagnetChaser_V",0,1,8,0)
MGCS CDCB 4
MGCS B 6
MGCS B 0 A_Refire
Goto Ready+1
NoAmmo:
MGCS B 1 ACS_NamedExecuteAlways("core_noammo", 0)
Goto Ready+1
}
}

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

actor MagnetChaser_V : MagnetMissile
{
Translation "227:227=199:199", "87:87=4:4"
damagetype "MagnetChaser_V"
Obituary "$OB_MAGNETCHASER"
speed 10
damage(CallACS("vile_cbm_damage",17))
States
{
Spawn:
TNT1 A 0
MAGG AA 1
MAGG A 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE,256,1)
MAGG A 0 A_JumpIfTargetInLOS("See",0,1,128)
MAGG A 0 A_ScaleVelocity(1.1)
MAGG A 0 A_CountDown
MAGG AA 1
MAGG A 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE,256,1)
MAGG A 0 A_JumpIfTargetInLOS("See",0,1,128)
MAGG A 0 A_ScaleVelocity(1.1)
MAGG A 0 A_CountDown
MAGG AA 1
MAGG A 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE,256,1)
MAGG A 0 A_JumpIfTargetInLOS("See",0,1,128)
MAGG A 0 A_ScaleVelocity(1.1)
MAGG A 0 A_CountDown
MAGG AA 1
MAGG A 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE,256,1)
MAGG A 0 A_JumpIfTargetInLOS("See",0,1,128)
MAGG A 0 A_ScaleVelocity(1.1)
MAGG A 0 A_CountDown
MAGG AA 1
MAGG A 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE,256,1)
MAGG A 0 A_JumpIfTargetInLOS("See",0,1,128)
MAGG A 0 A_ScaleVelocity(1.1)
MAGG A 0 A_CountDown
MAGG AA 1
MAGG A 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE,256,1)
MAGG A 0 A_JumpIfTargetInLOS("See",0,1,128)
MAGG A 0 A_ScaleVelocity(1.1)
MAGG A 0 A_CountDown
goto Spawn+1
See:
MAGG AAAA 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,50,3)
MAGG AA 0 A_CountDown
MAGG FA 1 A_ScaleVelocity(1.05)
MAGG AAAA 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,50,3)
MAGG AA 0 A_CountDown
MAGG GA 1 A_ScaleVelocity(1.05)
MAGG AAAA 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,50,3)
MAGG AA 0 A_CountDown
MAGG GA 1 A_ScaleVelocity(1.05)
MAGG AAAA 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,50,3)
MAGG AA 0 A_CountDown
MAGG GA 1 A_ScaleVelocity(1.05)
MAGG AAAA 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,50,3)
MAGG AA 0 A_CountDown
MAGG FA 1 A_ScaleVelocity(1.05)
MAGG AAAA 0 A_SeekerMissile(2,10,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,50,3)
MAGG AA 0 A_CountDown
MAGG FA 1 A_ScaleVelocity(1.05)
loop//goto ChaseDown
ChaseDown:
MAGG FAGAGAGAFAFA 1 A_ScaleVelocity(1.1)
goto See+5
}
}